UC-NRLF 


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GAMES  AND  PLAY 


FOR 


SCHOOL    MORALE 


A  COURSE  OF 

GKADED   GAMES 

FOR 

SCHOOL  AND  COMMUNITY 
KECREATION 

ISSUED  BY  COMMUNITY  SERVICE,  Inc. 
One  Madison  Avenue,  New  York  City 

AKKANGED   BY 

"MEL  SHEPPAKD 

Department  of   Recreation  and  Physical  Education 

ANNA  VAUGHAN 

Director  of  Recreation  Community  Council  of  Michigan 
Copyrighted  1920 


COMMUNITY  SERVICE 


COMMUNITY  SERVICE  is  the  medium  through  which  the  resi- 
dents of  a  community  get  together  and  really  become  mem- 
bers el  that  community  with  a  consequent  real  interest  in 
'>  ',  }   community  welfare,  prosperity  and  stability. 

;COMmTNm~  SERVICE  is  CITIZENSHIP.     It  promotes  Amer- 
;  ;•';  ^toarlizMiorf     It  denotes   PROGRESSIVENESS.     Any  indi- 
vidual of  the  community  with  a  real  and  active  interest  in 
the  community  is  a  better  citizen. 

COMMUNITY  SERVICE  provides  an  opportunity  for  people  to 
meet  as  folks,  as  neighbors  representing  no  one  but  them- 
selves, and  the  ideas  they  cherish  most.  The  towering  ad- 
vantage of  Community  Service  is  that  it  is  the  one  move- 
ment to  which  everybody  can  belong. 

COMMUNITY  SERVICE  is  a  community  organized  for  service. 
This  community  has  a  real  existence  with  a  soul  and  per- 
sonality of  its  own.  The  Community  needs  something  to  do 
as  a  community. 

COMMUNITY  SERVICE  is  an  antidote  for  idle  time.  The  success 
of  a  person  or  a  community  is  not  determined  by  the  num- 
ber of  hours  they  are  busy,  but  by  what  they  do  in  their  idle 
time. 

COMMUNITY  SERVICE  offers  every  stranger  who  comes  to 
a  Community  "the  glad  hand,"  displays  true  friendship  to 
them  and  shows  that  we  as  a  community  care  for  his  wel- 
fare. 

COMMUNITY  SERVICE  promotes  good  will.  There  is  no  ritual 
for  Community  Service,  just  as  there  is  no  ritual  for  friend- 
ship. Friendship  is  a  fact.  Most  men  and  women  have  a 
talent  for  it.  Community  Service  organizes  and  develops 
that  talent  until  it  is  made  to  render  a  world  service.  It 
makes  the  community  a  fact  instead  of  a  name. 

PEACE  TIME  service  is  a  war  debt  that  Conscience  and  Patriot- 
ism must  pay. 


3't/ 


FOREWORD 


By    Anna    Vaughan 
"Mel"  Sheppard 


It  is  just  as  essential  that  the  teacher  \vhn  enters  a  schoolroom*  in  Sep- 
tember know  how  to  play  with  children  as  +.0  'teach  them.  By  no  better 
means,  perhaps,  may  the  spirit  of  friendship  ar.d  co  -operation  be  so  thor- 
oughly strengthened  and  firmly  established  as  through  games. 

The  mental,  moral  and  physical  growth  attained  through  participation 
in  games  cannot  he  ovet  estimated.  To  listen  to  directions,  to  understand 
them  thoroughly  and  to  execute  them  exactly  as  given  require  alert  atten- 
tion and  accurate  motion. 

To  play  fair,  win  honestly  and  accept  defeat  cheerfully,  remembering  at 
all  times  to  be  courteous  to  opponents,  are  invaluable  lessons,  and  con- 
ducive to  good  citizenship. 

Active  Barnes  quicken  the  sense  perceptions.  Through  them  the  dull, 
passive  mind  is  amused  to  an  active  interest  in  external  things  to  which 
the  hitherto  inert  body  is  forced  to  respond.  As  a  result  the  child  observes 
more  closely,  thinks  more  clearly  and  moves  with  greater  ease. 

To  rhythmic  games  may  be  attributed  the  freedom  of  movement,  grace- 
ful carriage  and  appreciation  for  and  response  to  rhythm  by  which  the  child 
attempts  to  give  expression  to  his  inmost  feelings. 

By  correlation  with  language,  quiet  games  furnish  a  successful  means 
for  establishing  correct  habits  of  speech.  Correlated  with  number,  much 
valuable  drill  in  the  fundamental  processes  may  be  secured  in  a  most 
delightful  and  informal  way. 

All  children  love  to  play,  and.  cosmopolitan  as  is  the  blend  of  our  pub- 
lic schools  today,  in  the  recreation  period  is  found  an  opportunity  for 
universal  expression  not  afforded  in  other  activities  of  the  day.  Keenly 
sensitive  to  their  surroundings,  they  are  quick  to  catch  the  enthusiasm  of 
their  leader. 

The  child,  timid  and  retiring  of  disposition,  becames  a  creature  of 
initiative,  while  not  infrequently  the  forward,  self-assurred  child  is  given  a 
much  needed  lesson  in  self- restraint.  Through  his  skill  displayed  in  playing 
games  involving  contest,  a  formerly  unappreciated  child  compels  the  respect 
and  admiration  of  his  classmates,  a  tribute  that  may  play  no  small  part  in 
influencing  his  course  in  after  life. 

It  is  only  by  getting  into  the  game  with  the  children  and  encouraging 
them  to  play  naturally,  permitting  them  to  get  all  the  joy  there  is  in  the 
performance  hereof,  that  games  may  be  made  of  greatest  service.  The 
effects  of  such  play  cannot  fail  to  dispel  the  artificial  atmosphere  which  for 
various  reasons  permeates  many  of  our  schools  today,  and  to  establish,  in 
its  place,  wholesome  and  natural  conditions,  that  will  challenge  the  child's 
best  efforts  and  render  school  life  pleasant  as  well  as  profitable. 


C64397 


Graded  Games  for  Schools  and 
Community  Recreation 

The  Indoor  Recreation  Work   is  given   in   the   form  of  plays  ami 

While    the   plays   and    games    listed    have    been    carefully    arranged    and 

graded  with  a  view  to  adapting  them  to  the  schoolroom,  many  of  them  are 

suited  to   playground,   hall   and  gymnasium   use. 

It  is   suggested   that   at   least    one   game   period   a    day    be    given    out    of 

doors  during   the   pleasant   weather. 

•*I  •*•  *,  BR3uJe<  JoJ  Be    Observed    in    Giving    Games 

1.*  *T*eacher"  shtmld   fie   familiar   with    the   game   before   giving    it. 
»    2.«  ,Te,aelj»J>j* .imitation' ifl,  the   story-plays  and   rhythm,  as   best    results 
»*/«  I  i/J  •.•Jeoijieifroni  tV*  . teacher  playing  with  the  children. 
*    "S.*   Be  SuVe  tfiat'the  alr*is  fresh  when  giving  a  game. 

4.  In   every  rest   period   give   a  breathing   exercise. 

5.  See  that  all   the  children  have  a  part  in   the  game. 

6.  Upon  the  spirit  which  the  teacher  puts  into  it,  depends  the  success 

of  the  game. 

Story  Plays  are  imitations  of  well -known  activities.  They  may  be  ex- 
periences related  to  home  activities,  the  surroundings  near  the  home,  the 
season  and  to  school  work. 

Capitalize  the  child's  imagination  and  experience  as  a  basis  for  develop- 
ing Story  Plays,  keeping  in  mind  the  types  of  exercise  necessary  to  give 
the  children  the  proper  amount  of  exercise. 

The  following  is  illustrative  of  the  forms  of  exercise  to  be  found  in  a 
story  play: 

A    Day    in    the   Woods 

Stretching — Reach  up  high.     Take  your  coat  and  hat. 

Leg   movement — Walk   quickly    (skip)    to   the   woods.      (Each    two    rows 
walk  around   one   row  of  desks.) 

Head   exercise — Look   up   at    the  bright   autumn   leaves. 

Arm  exercise — Raise  your  arms  and  touch  them. 

Trunk  and  Arm  exercise — Rake  the  fallen  leaves.     (Lean  forward,  bend- 
ing body  forward  to  either  side.) 

Knee  Bending — Run  and  jump  into  the  pile  of  leaves. 

Breathing — Breathe  in  the  fresh  air. 

Suggestive   List  of  Story   Plays 

Home  activities — Washing,   ironing,   baking,   sewing,   sweeping,    dusting. 
Industrial  Activities — Fireman,  soldier,   shoemaker,   blacksmith,   carpen- 
ter, etc. 

Seasonal  Activities: 

Fall — Nutting,   Thanksgiving,    Jack  Frost,   gathering   apples,    etc. 
Winter — Christmas  Toys,   Snow  Fort,  Valentine  Day,  Washington's 

Birthday. 

Spring — Flying  Kites,   making  a  garden,  trees  in  a  storm. 
Summer — The    Playground,    swimming,    picking    flowers,    a    day    at 

the  circus. 

Correlate  rhythmic  exercises  with  the  reading  language  and  nature 
work.  The  movements  may  be  executed  to  music,  Victrola  or  piano  being 
qsed. 

Walking  fast  Marching 

Walking  slow  Hopping 

Jumping  Clapping 

Running  Beating  drum 

Ringing  bell  Blowing  bubbles 


Fairies  skipping 
Birds  flying- 
Boats  sailing 
Blowing  bugle 
Blowing-  up  a  balloon 
Climbing  a  steep  hill 
Imitate  a  steam  engine 
Smell  the  pretty  rose 
Galloping  horses 
Hammering 
Rabbits  jumping 
Ducks  waddling 
Skating 


Raking  garden 
Rowing  boat 
Bouncing  ball 
Throwing  snowballs 
Elephant's  walk 
Giant  striding 
Goose  waddle 
Turkey  strutting 
Indian   walking 
Walk  like  a  dwarf 
Crow  like  a  rooster 
r.reathe  in   the  fresh  air 
Blow  a  feather  in  the  air 


FOR  THE  YOUNGER  CHILDREN 


THE  CIRCUS 


All  ready  for  the  big  circus  parade.     Choose  what  you  want  to  do  or  be 
in    the   parade.      Now    \v.     are     it    the    circus   grounds.      The    band    marches 

at cuiid  the  tent.  Choose  the  instrument  you  want  to  play.  See  the  big,  big 
elephants  in  tlu>  circus.  Lei  us  feed  the  big  elephants.  Now  look  at  the 
pretty  high-stepping  horses.  See  if  \v«  can  step  as  high  as  they.  The  little 
bul»v  ponies  are  coininu  now.  Let  us  make-  tiny  steps  just  as  they  do.  Now 
the  juggler  is  n-ady  to  play.  Throw  the  ball  high,  way  up  high,  and  catch. 
it  on  your  nose.  Heads  up  high.  Now  let's  breathe  hard,  drink  in  the  fresh 
;iir  and  run  home  to  Mother. 

Introduce   skipping,    hopping,    running,   jumping. 

1.  Stand  like  soldiers.      (Head,   eyes,  chest,  feet.) 

2.  March   like   soldiers. 

3.  Run  like  fairies. 

4.  Run  like  brownies. 

5.  Fly  like  birds. 

Fly  to  the  woods  in  front  of  you. 
Fly  to  the  woods  in  back  of  you. 
Fly  to  the  woods  to  the  left. 
Fly  to  the  woods  to  the  right. 

Play  you  are  trees. 

Bend  to  the  left;   arms  sideward  or  overhead. 
Bend  to   the   right;    arms   sideward   or  overhead. 
Galloping  horses:      Hold  reins — gallop  forward. 
Skipping  children:      Skip — lightly  and  evenly. 

Bursting  bag: 

1.  Breathe  in. 

2.  Blow. 

3.  Clap. 

Blow  a  soap  bubble.     Keep  a  feather  in  the  air.     Blow  out  a  candle. 
Blow  a  trumpet.     Imitate  the  wind.     Imitate  a  train  of  cars.     Imitate 
a,  flute.     Blow  a  whistle.     Blow  a  bugle. 


MOVING   DAY 


Two  adjacent  rows,  play  together.  The  first  of  May  is  moving  day. 
The  seats  are  houses.  One  player  is  chosen  to  be  "It"  and  he  walks  up 
rind  down  the  street  between  the  two  rows.  At  a  signal,  the  residents  along 
the  street  change  houses  before  and  behind  him  and  he  tries  to  get  a 
house  while  it  is  vacant.  The  seats  not  occupied  and  one  more  must  be 
marked  and  not  used  in  the  game  so  that  there  is  at  all  times  one  person 
without  a  house.  If  the  people  do  not  move  often  enough  the  one  who  is 
"It"  may  number  the  players  and  then  when  he  calls,  two  or  three  numbers 
may  change  places. 


OLD   HEN   AND  CHICKENS 

Choose  a  leader  to  be  the  old  hen,  who  goes  out  of  the  room.  All  the 
others  sit  at  their  seats,  heads  bowed  on  the  desk.  Touch  four  on  the  head. 
Immediately  they  become  little  chickens.  The  old  hen  is  recalled  and  as 
she  says  "Cluck!  Cluck!"  the  four  wee  chicks  answer  "Peep!  Peep!"  The 
mother  hen  tries  to  locate  them  by  sound.  The  chick  discovered  first 
becomes  the  old  hen. 


GOOD   MORNING   GAME 


One  child  is  chosen  as  leader.  He  stands  in  front  of  class  facing  the 
blackboard;  the  teacher  steps  lightly  down  among  children  and  touches  a 
pupil  on  the  head  who  says  to  the  leader  "Good  Morning  John  Brown."  The 
leader  responds  by  saying  "Good  Morning,  Mary  Smith."  If  the  leader  fails 
to  recognize  voice  of  the  pupil  speaking,  his  place  is  taken  by  that  child  and 
the  game  continues.  This  game  is  especially  good  exercise  in  ear  training. 


BIRDS   LEARNING  TO   FLY 

Mother  bird  and  little  birds  all  stretch  wings.  Look  up  at  the  pretty 
blue  sky.  Ply  around  lightly.  Tuck  wings  under  and  hop.  Drink  from  the 
pretty  "brook.  Stretch  wings  ready  to  fly  back  home.  Tired,  breathe,  raise 
and  lower  wings.  Rest  in  your  little  nest. 


AUTOMOBILE 


Let  us  go  for  a  spin  in  the  park.  Stoop,  crank  your  automobile.  Step 
into  the  machine.  Ride  around  the  track;  blow  your  horn.  Pump  up  your 
Hat  tire.  Bend  and  stretch  arms  upward  to  rest  them.  Ride  home.  Breathe 
in  the  good  fresh  air.  Put  your  automobile  into  the  garage. 


A    DAY    AT    THE    BEACH 


Run  down  to  the  beach,  one  row  at  a  time.  Stoop,  gather  a  handful  of 
stones.  Raise  hand,  high,  throw  stones  out  into  the  sea.  Now  dig  a  well 
with  your  shovel.  Put  shovel  down  hard,  throw  sand  over  shoulder.  See 
the  big  wave  coming  in.  Run  and  see  how  near  you  can  come  to  it  without 
wetting  your  feet.  Run  back  quickly  as  wave  comes  nearer.  Wade  out  into 
the  water.  Lift  knee  high.  Mother  is  calling.  Run  home  quickly.  Take  a 
long,  deep  "breath. 


OUT   FOR  A   PICNIC 


Pack  your  baskets.  Hans?  them  over  your  arm.  Run  down  to  the  street 
car.  Give  your  fare  to  the  conductor.  Step  down  from  the  car  very  care- 
fully. Look  up  and  down  for  passing  automobiles.  Run  down  to  the  beach. 
Ready  for  lunch  baskets.  Kat  your  lunch.  Drink  the  cool  spring  water. 
Now  for  the  whirligig.  Choose  a  galloping  horse.  Ready — go.  Stop, 
slowly.  Get  off  the  merry-go-round.  Run  for  the  street  car.  Wave  good- 
bye to  your  friends.  Take  a  deep  breath. 


First  Grade 


SQUIRREL   IN   TREES 


Three  players  stand  so  as  to  represent  a  hollow  tree,  facing  center  with 
hands  on  each  other's  shoulders;  a  fourth  player  stoops  within  to  represent 
a  squirrel.  Let  the  other  players  see  how  this  is  done  and  they  in  the  same 
way  form  groups  of  four.  There  must  be  one  extra  player,  who  is  a  squirrel 
without  a  home.  Upon  a  signal  by  the  teacher  all  the  squirrels  must  change 
trees  and  the  homeless  squirrel  tries  to  get  a  tree.  This  leaves  another 
squirrel  without  a  home.  And  the  game  is  repeated.  After  a  time  let  each 
squirrel  change  places  with  one  of  the  players  of  the  tree  so  as  to  give  all 
a  chance  to  be  squirrels. 


BEAN    BAG   PASSING 


The  class  is  arranged  so  that  there  are  the  same  number  of  players  in 
each  row.  A  bean  bau  is  plai-eil  on  each  front  desk.  At  a  given  signal  the 
occupant  of  the  front  seat  passes  it  overhead  to  the  pupil  behind  him,  who 
passes  it  to  the  next  and  so  on  until  it  reaches  the  end  of  the  row,  when  it 
is*  returned  the  same  way.  The  row  returning  the  bag  to  the  front  desk 
soonest,  wins. 


CROSSING  THE   BROOK 


Draw  two  parallel  lines  on  the  floor  with  chalk  to  represent  the  banks 
of  the  brook.  The  players  form  in  line  and  take  a  running  jump  across  the 
brook.  Those  who  step  into  the  brook  must  run  home  to  put  on  dry  stock- 
ing s.  Those  who  succeed  in  jumping  across  the  brook  continue  round  the 
course  and  jump  again,  this  time  in. -leasing  the  width  of  the  brook.  Stand- 
ing jump  may  be  used  in  playing  this  game. 


DAYS  OF  WEEK 

Name  first  row  across  the  room.  Monday;  second,  Tuesday;  third, 
Wednesday,  etc.  Teacher  stands  in  front  of  room  with  rubber  ball.  As  she 
bounces  the  ball,  she  calls  "Thursday."  The  row  named  Thursday  run  to  the 
front.  The  child  catching  the  ball  takes  place  of  teacher.  The  children 
failing  to  catch  ball  pass  to  their  seats.  The  new  teacher  continues  game 
until  the  ball  is  caught. 

c  % 


WEE   BOLOGNA   MAN 


I  am  the  wee  Bologna  Man. 
Always  do  the  best  you  can 
To  follow  the  wee  Bologna  Man. 


A  leader  resourceful  in  ideas  and. brisk  in  movement  stands  in  front  of 
and  facing  the  other  players  and  rapidly  repeats  this  verse,  performing 
some  action  that  the  other  players  immediately  imitate — such  as  beating  a 
drum,  playing  a  fiddle,  sawing  wood.  Without  pausing  he  varies  his  actions, 
the  others  continuing  to  follow  his  movements.  Rapidity  of  time  and 
vivacity  determine  the  success  of  the  game. 


DO  THIS,   DO  THAT 


All  players  stand  facing  one  of  their  number  who'  is  the  leader.  The 
leader  assumes  any  position  or  imitates  any  action,  at  the  same  time  saying 
"Do  this,"  and  the  others  immediately  imitate.  Should  the  leader  at  any 
time  say  "Do  that!"  instead  of  "Do  this!"  any  player  who  imitates  the  ac- 
tion performed  must  be  seated.  The  leader  may  choose  any  positions  that 
are  familiar,  such  as  arm  movements,  head  bendings,  trunk  bendings,  jump- 
ing, hopping,  etc.,  or  imitate  familiar  actions,  such  as  sawing,  hammering, 
washing,  ironing,  sewing,  sweeping,  flying,  etc. 


I   SAW 


Class  stands  as  for  gymnastics.  The  teacher,  beginning  with  the  first 
file,  asks  the  leader,  '^What  did  you  see?"  The  leader  suggests  some  ac- 
tivity as  "I  saw  a  butterfly  flying,"  "I  saw  a.  boy  beating  a  drum,"  "I  saw  a 
chicken  hopping  on  one  foot."  "I  saw  a  drum  major  leading  a  band,"  "I  saw 
a  horse  galloping  down  the  street,"  "I  saw  a  boy  rolling  a  hoop,"  etc.  Each 
row  in  turn  imitates  its  leader,  following  him  around  the  room  and  back  to 
place. 


SQUIRREL  GAME 

Players  all  seated  but  one,  heads  on  desks,  eyes  covered,  one  hand  on 
desk  with  palm  up.  The  odd  player  is  a  squirrel.  The  squirrel  passes  up 
and  down  between  the  rows  and  puts  a  nut  in  some  player's  hand.  This 
one  rises  and  chases  the  squirrel.  If  the  -squirrel  is  caught  before  reaching 
his  own  seat,  the  one  caught  becomes  squirrel.  If  the  squirrel  is  not  caught, 
he  can  be  squirrel  again. 


I   SAY  STOOP 

One  person  is  chosen  leader,  taking  his  place  before  the  class  which  is 
standing  at  their  seats.  Whenever  the  leader  says  "I  say  stoop!"  both  he 
and  the  class  stoop  and  quickly  rise  again.  But  when  he  says  "I  say  stand!" 
and  stoops  as  before,  the  class  must  remain  standing.  He  repeats  his  com- 
mands in  rapid  succession  and  any  player  who  makes  a  mistake  must  be 
seated. 


GAME    FOR   ALERTNESS 

Draw  a  circle  on  the  floor.  Call  upon  a  child  to  run  into  the  circle,  while 
you  count  ten.  If  he  succeeds  in  getting  both  feet  into  the  circle  before  you 
finish  counting-  he  is  safe.  Otherwise  he  is  out  of  the  game  and  must  per- 
form some  other  task  IK  lore  taking  his  seat. 


CHARLEY  OVER  THE  WATER 


Tlayers    stand    in    a    circle,    hands   joined.      One   player   is   chosen   to   be 
Charley.     If  more  than  twenty  players  have  several  Charlies.     Charley  stands 
in  the   center.     The  other  players,   skipping  around  him,   repeat: 
Charley  over  the  water,   Charley  over  the  sea, 
Charley  caught   a    blackbird,  can't  catch  me. 

At  the  last  word,  the  players  sloop  and  Charley  tries  to  tag  them  be- 
fore they  reach  that  position.  If  successful,  the  player  tagged  changes 
j, laces  with  him. 


HICKORY,   DICKORY,   DOCK 


Hickory.   Hickory.  Dock. 

(Move  arms   to   right,   left,   right,   in   pendulum   fashion.) 

Stamp    right— left. 
Tin-    mouse    ran    up    the    clock. 

(Run    four    steps    forward.) 
The   clock   struck   "One!*1 

(Pause   a    moment    to   listen   on    "<  >m-"--rl.-ip    hands) 
And   down    he    ran. 

(Run    four  steps   back    to   p. 
Hickory.    IMckory.    Dock. 

•  Swing   arms   right,   left,    right.      Stamp   left,   right.) 


SEE   SAW.   MARGERY   DAW 


i. Mother     (loose     .Melody.) 
w-    Margery    1  >a\V. 

(Arms    sideward    raise,    sway    body    to    left   and    right.) 
Jack    shall    have    a    new    master. 

(I'artnei-s  join    hands      skip   forward    four   steps.) 
Hut   he  shall   have  a    penny   a    day. 

(Step   left,   point    right    toe   forward,   shaking  right   forefinger   at 

partner   and    left    hand    on   hip.) 

•ise    he    won't    work    any    faster. 

(Join  both  hands  with  partner,  skip  around   in   place  four  steps.) 


THE   LEAVES 


1.      The   leaves   are   green,    the   leaves  are   brown. 
They    hang  so   high    they   will    not   come   down. 
l,eave    them    alone    until    frosty    weather 
And    then    they   will   all    come   down    together. 

» 

Rhythmic — The  above  is  an  old  English  circle  game.  During  the  first 
ST-i  lines  skip  or  run  around  the  circle,  stretching  arms  high  overhead,  and 
on  "Come  down  together,"  drop  to  the  floor. 


RUN     FOR     YOUR     SUPPER 


Players  in  a  circle.  One  player  chosen  by  teacher  goes  around  inside, 
holds  out  his  hand  between  two  players  and  says,  "Run  for  your  supper." 
The  two  players  run  around  opposite  ways  outside.  The  one  who  returns 
first  to  the  vacant  place  wins,  and  may  start  the  next  runners. 


Second  Grade 


SCARF     RELAY 


Divide  the  room  into  teams  of  three  rows  each.  In  front  of  each  team, 
some  six  or  eight  feet  distant,  place  a  chair  with  a  scarf  tied  to  each.  The 
first  child  in  each  team  acts  as  leader.  He  runs  to  the  chair,  unties  the  scarf 
and  returns  with  it  to  the  child  sitting  back  of  him.  That  child  in  turn  runs 
quickly  to  the  chair  and  reties  the  scarf  and  returns  to  his  seat.  The  next 
child  runs  to  the  chair  and  unties  the  scarf,  runs  back  with  it  to  the  next 
child  and  the  game  continues.  The  object  is  to  see  which  team  finishes  first. 
By  keeping  the  feet  under  the  desks  and  returning  by  the  same  aisle  as  they 
came  forward,  the  game  proceeds  quickly  and  quietly. 


TEACHER     AND     CLASS 


One  player  is  chosen  for  "teacher".  The  others  stand  in  a  line  side  by 
side,  facing  her  at  an  interval  of  five  to  ten  feet.  If  there  are  many  players, 
make  several  groups  of  this  kind,  keeping  a  distinct  interval  between  groups. 

The  teacher  starts  the  game  by  tossing  the  ball  to  each  pupil  in  turn, 
and  it  is  immediately  tossed  back  to  her.  If  a  pupil  misses,  he  goes  to  the 
foot  of  the  line.  If  the  teacher  misses,  the  player  at  the  head  of  the  line 
takes  her  place,  the  teacher  going  to  the  foot.  Make  the  action  as  rapid  as 
possible. 


SLAP     JACK 


The  players  join  hands  and  form  a  circle.  One  is  chosen  to  be  "it"  and 
runs  on  the  outside.  He  taps  another  player,  who  quickly  runs  in  opposite 
direction.  The  place  he  left  remains  vacant  until  one  or  the  other  shall  have 
returned  to  it  first.  The  unsuccessful  player  continues  the  running.  The 
players  upon  meeting  may  exchange  greetings,  bow  to  each  other  or  shake 
hands,  before  completing  the  circuit. 


HAND     TAG 


The  players  form  a  circle  facing  inward.  A  tagger  stands  in  the  center 
of  the  circle.  The  players  raise  their  hands  forward,  palms  upward.  As 
soon  as  a  tagger  tries  to  slap  a  hand  it  should  be  quickly  lowered.  The  one 
who  is  tagged  takes  the  place  of  the  tagger. 

8 


DROP     THE      BEAN      BAG     OR      HANDKERCHIEF 

IMayers  join  hands  and  form  a  circle.  One  is  chosen  to  be  the  runner 
and  runs  around  the  outside  of  the  circle,  dropping  the  bean  bag  or  hand- 
kerchief on  the  floor  directly  behind  one  of  the  players.  This  player  picks 
up  the  bag  «>r  handkerchief)  and  tries  to  tag  the  runner  before  he  can 
reach  the  vacant  place  in  the  circle.  If  he  succeeds  he  returns  to  his  place 
and  the  runner  drops  the  bag  (or  handkerchief)  behind  someone  else.  If 
he  fails  he  becomes  the  runner. 


CHANGING     SEATS 


The  class  is  seated  in  full  rows,  each  two  rows  playing  together.  One 
pupil  having  no  seat  stands  in  the  aisle  between  the  two  rows. 

Th«-  teacher  claps  her  hands  once  and  all  exchange  seats  as  rapidly  as 
•  ie.  The  pupil  in  the  aisle  attempts  to  secure  one  of  the  vacant  seats. 
If  he  succeeds  the  one  left  without  a  seat  stands  in  the  aisle. 

The  game  is  repeated  as  before  until  the  teacher  claps  her  hands  twice 
when  nil  take  their  own  seats. 


CAT     AND      RAT 


The  players  join  hands  and  form  a  circle.  One  is  chosen  "rat"  and 
stands  inside  the  circle.  Another  is  the  "cat"  and  takes  her  place  outside. 
Tin-  "cat"  tries  to  catch  the  "rat".  The  players  favor  the  "rat"  and  allow 
him  to  i  tin  in  and  out  of  the  circle,  but  try  to  prevent  the  "cat"  from  follow- 
ing him  by  raising  and  lowering  their  arms  without  bending  knees.  When 
.it"  is  caught,  both  join  the  circle  and  the  next  player  to  the  right  or 
left  of  each  becomes  "cat"  and  "rat".  When  there  are  a  large  number  of 
players,  two  cats  may  be  chosen. 


ROUND  AND   ROUND  WENT  THE  GALLANT  SHIP 


Players  form  a  circle,  hands  joined,     stepping  lightly  around  the  circle, 
they  recite  the  following  verse,  bobbing  down  quickly  on  the  word  "sankj": 

Hound  and   round  went  our  gallant  ship, 

Round  and  round  went  she; 
Three   times    round   went  our   gallant  ship, 

Till  she  sank  to  the  bottom  of  the  sea. 

Rhythmic. 


JACK     BE     NIMBLE 

Place  a  small  object  eight  to  ten  inches  high  upright  on  the  floor  to  rep- 
resent a  candlestick.  The  players  run  in  single  file  and  jump  with  both  feet 
at  once  over  the  candlestick,  while  all  recite: 

Jack  be  nimble, 

Jack  be  quick. 

Jack  jump  over  the  candlestick. 

Each  player  tries  to  clear  the  candlestick  witohut  knocking  it  over. 
Rhythmic. 


HUCKLE      BUCKLE,      BEAN      STALK 


One  row  of  players  leave  the  room.  The  others  hide  some  small  ob- 
ject, placing-  it  in  plain  sight,  hut  where  it  would  not  he  likely  to  be  seen,  as 
on  the  top  of  a  picture  frame,  in  a  roi-tier  on  the  floor,  behind  the  steam  pipe, 
etc.  It  may  be  placed  behind  any  other  object,  so  long-  as  it  may  be  seen 
there  without  moving  any  object.  When  the  object  has  been  placed,  the 
players  are  recalled,  and  all  begin  to  hunt.  As  soon  as  one  spies  the  hidden 
object,  he  goes  at  once  to  his  seat  saying-,  "Huckle  buckle,  bean  stalk!"  which 
indicates  to  the  class  that  he  has  discovered  it.  When  all  have  discovered 
the  object,  another  row  is  sent  out  of  the  room,  and  the  pupil  who  found 
the  object  first,  proceeds  to  hide  it.  The  game  continues  until  everyone  has 
had  a  chance  to  locate  the  hidden  article. 


HANDKERCHIEF     TAG 


On  player  has  a  handkerchief,  one  is  chaser.  The  players  are  scattered 
about  the  field.  The  chaser  runs  after  the  one  who  has  the  handkerchief, 
who,  to  save  himself  from  being  tagged,  gives  the  handkerchief  to  another, 
who  is  chased.  Should  the  chaser  tag  the  one  holding  the  handkerchief, 
that  one  becomes  chaser. 


ALPHABET     GAME 


Divide  the  class  into  two  teams.  Cards  about  5x7,  containing  in  large 
type  the  letters  of  the  alphabet,  are  passed  out  to  each  team.  The  teacher 
flashes  a  word  before  the  class.  The  players,  holding  the  letters  necessary 
to  make  the  word,  come  to  the  front  and  stand  holding  the  cards  in 
front  of  them,  in  correct  order.  The  side  spelling  the  word  correctly  first 
scores  a  point.  Team  scoring-  most  points  wins.  (It  is  advisable  to  have 
one  letter  of  the  alphabet  on  one  side  of  the  card  and  a  different  letter  on 
the  other.) 


RUN     RABBIT     RUN 


Class  lines  up  in  two  groups.  One  group  are  rabbits,  safe  in  their  homes. 
The  other  group  are  foxes,  walking  about  in  the  woods.  The  old  mother 
rabbit  takes  her  young  ones  out  to  look  for  food.  They  go  softly,  because 
they  fear  the  old  fox  might  see  them.  Suddenly  the  leader  of  the  foxes  cries 
out  "Run,  Rabbit,  Run,"  at  which  all  the  rabbits  try  to  reach  their  homes  in 
safety  before  the  foxes  catch  them.  All  those  who  are  caught  become  foxes, 
and  help  catch  the  remaining  rabbits. 


FAIRIES     AND     INDIANS 


Let  the  girls  be  Fairies.  The  boys  play  they  are  Indians.  The  Fairies 
are  in  the  woods.  They  run  about  and  at  last  fall  asleep  in  the  woods,  all 
but  one  Fairy,  who  keeps  watch  while  the  others  sleep.  The  Indians,  who 
have  been  hiding  behind  the?  trees,  come  out  from  their  hiding  places  cau- 
tiously, and  as  they  approach  the  sleeping  Fairies,  the  Fairy  on  guard  calls 
"Indians."  At  the  call  the  Fairies  rush  out  to  catch  the  Indians  before  they 
get  back  to  their  wigwams.  Every  Indian  caught  becomes  a  Fairy. 

10 


Third  Grade 


AUTOMOBILE     RACE 


This  game  is  to  be  played  by  the  second  and  fifth,  the  first  and  fourth 
rows,  or  the  third  and  sixth  rows. 

Place  a  flag  on  the  front  desk  of  the  first  row  and  name  that  row  an 
automobile. 

Place  a  flag  on  the  front  desk  of  the  fourth  row  and  name  that  row  a 
different  automobile. 

At  a  given  signal  each  child  on  the  front  seat  rises,  runs  up  one  aisle 
and  down  the  next  and  places  the  flag  on  the  desk  of  the  second  child,  who 
quickly  takes  the  flag,  runs  up  the  aisle  and  down  the  next,  placing  it  on 
the  desk  of  the  third  child.  When  the  flag  reaches  the  child  in  the  last  seat 
he  brings  it  to  the  teacher.  The  row  which  succeeds  in  getting  the  flag  back 
to  the  teacher  first  is  the  winner. 

To  vary  this  game,  name  one  row  a  steam  engine,  another  an  automobile. 

Name  one  a  bicycle,  another  a  trolley  car. 

Insist  that  in  every  ca,se  the  children  keep  their  feet  under  the  desks  to 
it  anyone  tripping. 

Community  excitement. 

TRIP     ROUND     THE     WORLD 

Geographical. 

Players  form  a  large  circle.  Number  off  by  twos.  Number  one  steps  in 
front  of  number  two  and  kneeis  facing  center  of  circle.  Number  two  places 
finger  tips  on  the  head  of  one  kneeling.  One  player  stands  alone  in  center. 
Number  ones  represent  cities.  At  a  given  signal,  number  twos  face  left  and 
run  around  the  outside  of  the  circle.  Suddenly  another  signal  is  given,  when 
all  running  stop  and  get  safely  behind  one  of  the  kneelers.  The  center  play- 
er upon  hearing  the  signal  attempts  to  find  a  place.  If  he  succeeds  someone 
else  is  left  without  a  place  who,  in  turn,  becomes  center  player. 

Let  the  two  circles  exchange  places  and  repeat  the  game. 


CLUB     HUSTLE 


The  players  are  lined  up  in  flies. 

The  leader  of  each  file  has  an  Indian  Club. 

At  the  word  "Go"  all  jump  in  half  stride  position  and  the  club  is  passed 
between  the  legs,  each  player  passing  it  on  to  the  next  until  the  end  of  the 
line  has  been  reached. 

The  last  pupil  runs  to  the  front  and  passes  it  back  along  the  line  again. 
When  every  player  has  been  at  the  head  of  the  line  and  the  leader  is  in  front 
again  the  race  is  over.  The  file  finishing  first  wins  the  race. 

This  game  may  be  played  with  bean  bags,  medicine  balls-  or  dumb  bells. 

Speed  contest. 

FLOOR     TAG 


Players  form  a  circle,  placing  right  or  left  hand  on  the  floor  as  the  teach- 
er indicates.  Player  who  is  "it"  stands  in  the  center.  At  a  signal  the  players 
stand  and  move  about  promiscuously,  the  player  who  is  "it"  attempting  to 
tag  one  of  the  others  before  he  gets  his  hand  on  the  floor.  If  he  succeeds, 
the  one  tagged  becomes  "it"  and  the  game  proceeds. 

Off  guard. 

11 


CIRCUS     GAME 


A  loader  is  chosen  \vho  stands  before  class  and  says  "I  went  to  the  cir- 
cus and  saw  a  )>ear."  The  next  child  says,  "I  went  to  the  circus  and  saw  a 
bear  and  —  -"  naming  another  animal  of  his  own  choice.  The  next  player 
repeats  all  that  the  previous  players  have  said  in  exactly  the  same  order, 
adding  a  third  animal.  Insist  upon  exact  wording. 

Concentrated   attention. 


THE     WIND     BLOWS 


Players  stand  as  for  gymnastics.  Leader  stands  in  front  of  class  and 
says  "The  Wind  Blows  East,"  upon  which  all  turn  to  the  east.  If  the  lead- 
vs  "The  Wind  Blows  West"  all  turn  to  the  west.  The  leader  continues 
to  give  commands  and  each  time  the  players  turn  in  the  direction  in  which 
the  wind  blows.  Occasionally  the  command  "The  Wind  Blows  a  Wnh*l~ 
wind"  is  given,  whereupon  all  make  a  complete  circle,  returning  to  original 
position.  Should  the  order  "Whirlwind"  be  given  by  itself  all  remain  still. 
Anyone  caught  moving  at  this  point  drops  out  of  the  game.  The  players 
standing  longest  become  next  leader. 

Following  directions. 


HOOP     GAME 

Wind  six  hoops  each  with  a  standard  color.  Make  six  bean  bags  a  cor- 
<<  .--ponding  color.  This  game  is  played  by  six  files  of  equal  number.  In 
front  of  each  file  station  a  player  who  holds  the  hoop  in  a  vertical  position 
and  to  his  right,  shoulder  high.  Two  players,  one  for  scorekeeper  the  other 
to  return  bean  bags  to  the  place  from  which  they  are  to  be  thrown,  stand 
a  little  to  the  back  of  player  who  is  holding  the  hoop.  Upon  a  given  signal 
the  first  player  in  the  file  throws  his  bean  bag,  endeavoring  to  pass  it 
through  the  hoop,  in  which  event  he  scores  one  point  for  his  line.  The  bean 
bag  is  returned  to  the  second  child  in  the  file,  who  at  the  signal  throws  it 
through  the  hoop,  if  possible.  The  file  scoring  the  greatest  number  of  points 
Avins. 

Test  of  skill. 


FLAG     RELAY 


Divide  room  into  two  teams,  each  team  holding  a  flag.  Upon  a  given 
signal  the  first  child  in  each  team  runs  forward  and  makes  a  complete  cir- 
cuit of  his  team  and  upon  returning  gives  his  flag  to  the  player  behind  him, 
who,  upon  receiving  it,  proceeds  to  make  a  circuit,  giving  his  flag  to  the 
third  player.  The  team  finishing  first  wins. 

Patriotic. 


TOUCH     GAME 

Players  form  a  circle — one  player  stands  in  the  center.     A  basketball  is 

•  1   quickly  around   the  circle,   moving  in   one  direction   only.     The   ball 

must  not  be   thrown.     If   the   center   player   succeeds   in    touching  a   player 

when  holding  the  ball,  he  immediately  exchanges  places  with  him  and  the 

game  continues. 

Speed  defiance. 

12 


KING     OF     THE     RING 


A  circle  is  i?rawn  on  the  ground.  The  players  stand  shoulder  to  shoul- 
der inside  of  the  circle  with  arms  folded,  either  on  the  chest  or  behind  the 
back.  At  a  signal,  the  game  begins  and  consists  of  trying  to  push  one's 
neighbor  out  of  the  circle  with  the  shoulders.  Players  must  not  unfold^ 
arlTre: — Anyone  doing  so  or  falling  down  is  out  of  the  game.  The  one  who 
remains  longest  in  the  circle  is 

Strength  test. 


BLACKBOARD      RELAY 

Draw  a  circle  on  tin-  blackboard  directly  in  front  of  each  row.  Supply 
tht-  first  child  in  each  row  with  a  piece  of  crayon.  At  a  given  signal  the 
first  child  in  each  n>w  stands  to  the  right  of  his  desk,  runs  lightly  to  the 
board,  makes  his  mark  in  the  circle  and  returns  by  the  left,  placing-  the 
chalk  on  the  desk  <>t  the  child  behind  him  as  he  is  seated. 

The  second  player  stands,  runs,  makes  his  mark  in  the  circle,  and,  re- 
turning, places  the  chalk  on  the  desk  of  the  child  behind  him.  The  others 
proceed  in  like  manner;  the  row  finishing  first  wins. 

Kach  child  must  make  his  mark  within  the  circle  and  upon  returning 
sit  erect,  feet  under  the  desk. 

Speed. 


NEW      ORLEANS 


The  players  are  divided  into  two  groups — A  and  B.  One  group  (A) 
performs  some  action  representing  an  occupation,  as  sewing,  picking  flow- 
ers, driving  nails,  etc.  The  other  side  (B)  must  guess  in  a  limited  number 
of  guesses  what  the  motions  represent.  If  it  fails,  one  player  from  this 
group  must  go  over  t<>  the  other  group.  Then  the  A's  have  another  chance. 
If  the  B's  guess  correctly  they  may  select  one  from  the  "A"  side  and  also 
have  another  chance  to  represi  nt  an  occupation.  The  side  having  the  most 
players  at  the  end  of  the  game  wins. 

After  the  A's  have  decided  what  they  are  to  do  they  approach  the  B's 
and  the  following  dialogue  takes  place: 

A's.  Here   we  come. 

B's.  Where  from? 

A's.  New  Orleans. 

B's.  What's  your  trade? 

A's.  Lemonade. 

r.'s.  How's  it  made? 

At  the  last  question,  tin-  A's  begin  the  motions  previously  agreed  upon. 

Intelligence  test. 


DUCKS     FLY 

Children  stand  in  files.  Leader  stands  in  front  of  class  and  gives  names 
of  various  birds  saying  "Blue  birds  fly,"  or  "Sparrows  fly,"  etc.,  raising  her 
arms  sideward  to  shoulder  height  and  down  again  in  imitation  of  wing.s. 
The  children  follow  her  motions.  After  giving  successive  birds'  names,  the 
leader  suddenly  changes  to  the  name  of  something  that  cannot  fly,  moving 
her  arms  as  before,  while  the  children  must  keep  theirs  still.  If  a  child 
makes  a  mistake  he  must  take  his  seat.  The  last  child  standing  is  the  next 
leader. 

Intellectual  alertness. 

13 


SIMON     SAYS 


One  player  chosen  to  be  "Simon"  takes  his  place  before  the  other  play- 
ers. He  commands  some  gymnastic  movement  as  "raise  arms  forward,  bend 
knees,"  etc.  As  he  does  so  he  calls  out,  "Simon  says."  If,  however,  he 
omits  "Simon  says"  before  his  command,  the  players  should  not  execute 
the  movement,  even  though  he  does.  Anyone  failing  in  this  must  be  seated. 

Intellectual  alertness. 


Fourth  Grade 


FOX     AND     HOUND 


The  players  stand  in  rank  and  file.  They  join  hands  across  the  ranks. 
A  fox  and  hound  are  chosen.  The  hound  is  out  to  catch  the  fox.  They  can 
only  run  where  the  passageways  are  open.  At  the  command  "change,"  the 
players  face  left  or  right  and  join  hands  in  opposite  direction.  The  com- 
mand to  change  is  given  often  and  each  time  the  course  of  fox  and  hound 
is  changed.  There  is  no  limit  to  the  number  of  players.  More  than  one  fox 
and  hound  can  be  used  for  large  groups. 

Heeding  signals. 


GRAND     RIGHT     AND     LEFT 


Players  in  couples,  right  hands  joined,  marching  in  a  circle  counter 
clock  wise.  For  convenience  call  outside  circle  number  two.  the  inner  cir- 
cle number  one.  Odd  player  in  center.  At  the  command  "Grand  Right 
and  Left,"  No.  2  swings  No.  1  in  front  of  him  and  to  his  right,  giving  his  left 
hand  to  approaching  No.  1.  Continue  around  circle  in  like  manner  until 
command  "change"  is  given.  At  this  point  of  the  game  the  center  player 
tries  to  get  a  partner.  If  he  succeeds  someone  else  becomes  "it"  and  the 
game  proceeds. 

A  challenge  alertness. 


AUTOMOBILE     RELAY 

Each  row  represents  some  popular  automobile.  The  first  child  in  each 
alternate  row.  at  a  given  signal,  leaves  by  the  right  side,  runs  forward 
around  his  seat,  then  to  the  rear  of  the  room  on  the  left  side,  thus  com- 
pletely encircling  his  own  row  of  seats.  As  soon  as  he  is  seated,  the  next 
child  behind  him  runs  in  the  same  manner,  and  the  game  continues  until 
the  last  child  has  run  and  has  returned  to  his  seat.  The  row  finishing  first 
wins. 

Community  excitement. 


HOP     TOADS 

The  players  form  a  circle,  hands  joined.  One  toad  stands  in  the  center 
holding  a  rope,  at  the  end  of  which  is  tied  a  bean  bag.  The  center  toad 
swings  the  rope  first  in  a  small  circle  gradually  enlarging  the  radius  until 
it  comes  in  direct  line  with  the  feet  of  the  toads  in  the  circle,  who  must 
jump  to  avoid  being  hit  by  the  bag.  Should  anyone  in  the  circle  be  hit  by 
the  bag  he  takes  the  place  of  the  center  toad. 

Dodge  game. 

14 


BEAR     IN     THE     PIT 

The  players  join  hands  and  form  a  circle  to  represent  a  bear  pit.  One 
stationed  as  bear  stands  in  the  center.  The  bear  tries  to  get  out  of  the  pit 
inuler  or  over  or  breaking-  through  the  bars — (clasped  hands).  Should  he 
succeed  in  getting  out  all  the  rest  give  chase.  The  one  who  succeeds  in 
catching  him  becomes  the  bear. 

Strength  test. 


FOLLOW     THE      LEADER 


One  player  chosen  as  leader  performs  a  series  of  marching  activities; 
work-a-day  occupations,  or  gymnastic  exercises,  the  other  players  imitating 
him  accurately — and  responding  promptly.  Anyone  failing  to  do  so  retires 
to  his  seat  anil  becomes  a  spectator.  This  is  an  old  but  ever  new  game. 

Imitation. 


BEAR      IN      THE      RING 


one  player  is  chosen  ;is  l»ear.  sits  in  the  center  of  the  room  on  a  stool. 
A  second  player  is  chosen  to  be  the  keeper.  The  keeper  stands  by  the  bear 
holding  in  his  hand  a  short  rope  about  two  feet  long,  knotted  at  each  end 
to  give  a  firm  hold.  The  rest  <>f  tli«-  players  stand  around  in  a  circle  and 
attempt  to  tag  the  bear  without  b<ing  tagged  by  the  bear  or  his  keeper. 
The  players  may  attack  the  bear  when  the  keeper  says  "My  bear  is  free." 
Sh'ould  a  player  strike  ;it  the  bear  belore  the  keeper  says  "My  bear  is  free," 
hange  places.  The  keeper  aims  to  protect  the  bear.  As  in  the  case 
of  the  bear,  if  the  keeper  tags  one  of  the  players  they  exchange  places  and 
the  keeper  returns  to  the  ring. 

Alert   attention. 


FETCH      AND     CARRY 

Kach  player  is  supplied  with  a  bean  bag.  On  the  floor  directly  in  front 
of  each  aisle  a  circle  about  eighteen  inches  in  diameter  is  drawn  and  close 
lip  to  the  blackboard.  At  a  given  signal  the  first  player  in  each  row  runs 
forward,  deposits  his  bean  bag  in  the  circl  •  in  front  of  his  aisle  and  runs 
back  to  his  seat.  As  soon  as  he  is  seated  the  playr  behind  him  runs  for- 
ward, places  his  bean  bag  in  the  eircle  and  returns  to  his  seat.  The  game 
continues  until  every  player  in  the  row  has  deposited  his  bean  bag.  The 
row  finishing  scores  one. 

The  game  is  then  reversed.  The  last  player  in  each  line  runs  forward, 
picks  up  a  bean  bag  and  returns  with  it  to  his  seat.  Upon  being  seated  he 
touches  the  player  in  front  of  him  on  the  shoulder,  this  being  the  signal  for 
that  player  to  run  forward,  pick  up  a  bag  and  return.  Xo  player  is  per- 
mitted to  run  before  the  signal  is  given.  The  row  finishing  first  scores  one. 

Speed   competition. 


CORNER     SPRY 

Divide  your  players  into  four  stations,  one  group  in  each  of  the  four 
corners  of  the  room.  Four  captains  are  chosen,  who  stand  in  the  center, 
each  with  a  bean  bag  and  facing  his  corner  of  players.  At  a  signal  each 
captain  throws  his  bean  bag  to  each  player  in  his  group,  who  in  turn  throws 
it  back  to  the  captain.  As  the  captain  throws  to  the  last  player  in  the  group 
he  calls,  "Corner  Spry!"  and  runs  to  the  head  of  the  row.  the  last  player 
taking  his  place  as  captain.  The  group  succeeding  first  in  having  all  of  its 
players  in  the  captain's  place  wins  the  game. 

Speed  competition. 

15 


SENTENCE  RELAY 

Have  the  same  number  of  children  in  each  row.  Supply  the  first  child 
in  each  row  with  a  crayon.  Upon  a  signal  from  the  teaeher  the  first  child 
in  each  row  stands,  runs  to  the  board,  ;md  writes  one  word,  that  serves  :u> 
the  beginning  of  a  sentence.  Upon  returning  to  his  seat  he  gives  the  crayon 
to  the  next  child,  who  runs  to  the  board  and  adds  another  word  and  returns 
to  his  seat  and  the  next  child  in  turn  adds  still  another  word.  The  row 
completing  a  sentence  first  wins. 

Intellectual  competition. 


FROG     IN     THE     SEA 


One  player  is  chosen  to  be  frog  and  sits  in  the  middle  of  the  circle,  with 
his  feet  crossed  tailor  fashion.  The  other  players  stand  in  a  circle  around 
the  frog  and  repeat:  "Frog  in  the  sea,  can't  catch  me."  They  dance  for- 
ward toward  the  frog,  teasing  him  and  trying  to  keep  from  being  tagged  by 
him.  Should  one  be  unfortunate  enough  to  be  tagged  by  the  frog,  then  the 
tagged  player  and  frog  exchange  places.  The  frog  is  not  allowed  to  m" 
any  time  from  his  position  in  the  middle  of  the  circle. 

Challenge. 


HOUND     AND      RABBIT 


The  players  stand  in  groups  of  three,  clasping  hands  to  form  a  circle  or 
tree.  The  other  players,  one  for  each  tree,  are  rabbits.  An  extra  player, 
who  is  the  hound,  tries  to  steal  a  tree  from  one  of  the  rabbits  as  they  ex- 
change places.  The  hound  then  becomes  a  rabbit,  leaving  the  slow  player 
to  be  hound.  No  two  rabbits  may  dodge  into  the  same  tree.  AH  rabbits 
must  move  at  signal. 

Physical  alertness. 


Fifth  Grade 


DODGE     BALL 


Boys  and  girls  form  separate  circles.  The  players  form  a  circle,  facing 
inward.  Every  other  player  steps  inside  the  circle,  facing  outward.  The 
outside  players  throw  a  basket  or  tennis  ball  at  those  in  the  center,  trying 
to  hit  them.  The  center  players  run  about  in  the  circle  trying  to  dodge  the 
ball.  As  soon  as  a  player  is  hit  he  must  step  out  of  the  circle.  The  game 
continues  until  all  have  been  put  out.  The  game  then  begins  over  with  the 
other  players  on  the  inside. 

Make  five  minutes   time   limit   for   each   sidr>   and    permit   no   one   to 
above  the  knee. 

Dodge  game. 


FALSE     ALARM 


Two  parallel  lines  are  drawn  on  the  ground,  about  40  feet  distant.  All 
of  the  players  except  one  stand  beyond  one  of  these  lines.  In  the  middle 
territory  between  the  lines  the  one  player  chosen  to  be  "it"  takes  his  place 
and  cries.  "Black  Tom!  Black  Tom!  Black  Tom!"  whereupon  all  the  other 
players  rush  across  to  the  opposite  line,  being  chased  by  the  center  player, 
who  catches  any  that  he  may.  Anyone  so  caught  joins  him  thereafter  in 
chasing  the  others.  Sometimes  the  center  player,  to  tantalize  or  mislead  the 
other  players  may  say,  "Green  Tom"  or  "White  Tom"  or  anything  else  he 
may  choose.  If  a  player  starts  to  run  upon  any  such  false  alarm  or  starts 


IK -fore  "I  Mack  Tom1'  has  been  repeated  throe  Limes,  he  is  taken  captive,  and 
must  join  the  players  in  the  center.  The  first  one  ecaught  becomes  "it"  for 
the  next  game.  Xo  one  but  the  original  "it"  is  permitted  to  give  the  signal. 

Challenge. 


GOT     LEFT 


The  players  stand  in  couples  behind  each  other.  One  player  is  chosen 
to  be  catcher  and  takes  his  place  about  ten  feet  in  front  of  the  other  players 
and  facing  in  the  same  direction.  Without  turning  his  head  he  calls  ".Last 
couple  out,  one,  t\vo.  three,"  clapping  his  hands  three  times.  The  last  pair 
in  the  line  runs  forward,  the  right  hand  one  on  the  right  side  of  the  double 
line,  and  the  left  hand  one  on  the  left  side,  and  try  to  join  hands  in  front 
of  the  catcher.  The  catcher  may  not  chase  them  before  they  are  in  line 
with  him  and  may  not  turn  his  head  to  see  when  and  where  they  are  com- 
ing. They  should  try  to  vary  their  method  of  approach,  circling  in  and  out 
on  either  side  of  or  close  to  the  lines.  If  the  catcher  succeeds  in  tagging 
them  before  they  clasp  hands,  the  one  lie  does  not  touch  becomes  his  partner 
and  they  take  their  place  at  the  front  of  the  line.  The  tagged  player  be  - 
conn  s  catcher.  If  they  a  re  not  caught  they  are  free  and  the  game  continues 
until  someone  is  caught. 


STATUE     TAG 


Any  number  of  players  may  participate  in  the  --a me.  The  one  who  is 
"it"  begins  the  game  hy  striking  a  posture  to  be  assdmed  by  the  other  play- 
ers. To  escape  being  tagged,  the  players  must  assume  this  posture,  but  no 
one  may  do  so  in  safety  more  than  three  times.  After  that  he  may  be 
The  first  one  tagged  is  "it"  and  sets  a  new  posture. 


THIRD      MAN 


Players  stand  in  couples,  facing  each  oilier,  couples  scattered  in  any 
way  about  the  room.  One  player  is  chosen  as  runner,  another  as  chaser. 
The  runner  is  free  from  being  tagged  when  he  steps  betw-.-n  the  two  play- 
ers of  any  couple,  and  the  chaser  now  must  chase  the  one  toward  whom 
the  runner  turns  his  back. 


INDIAN      DANCE 

The  players  form  in  a  circle  about  two  steps  apart.  The  leader  stands 
in  the  center  holding  a  cord  with  a  small  sand  or  shot  bag  attached  to  the 
end.  He  swings  the  cord  around  the  circle  so  that  the  shot  bag  is  close  to 
the  ground.  Ka.-h  player-  on  the  approach  of  the  bag  must  jump  up  to  avoid 
being  hit.  Kach  one  struck  by  the  bag  or  cord  steps  out  of  the  circle,  and 
this  is  continued  until  all  are  out.  The  last  one  put  out  becomes  leader  and 
the  game  continues  as  before. 


V^     JOLLY     MILLER 

Place  the  boys  on  <he  1m  and  the  girls  on  the  right.  The  class  marches 
in  a  double  circle.  One  child  acts  as  miller,  standing  in  the  center.  With 
the  completion  of  the  song  the  boys  face  about.  The  song  is  then  repeated, 
the  boys  marching  one  way  and  the  girls  the  other.  The  miller  claps  his 
hjtfids  three  times  and  all  run  for  a  partner,  the  pupil  not  getting  one  b.  - 
comes  "Miller." 

.Jolly  is  the  miller,  who  lives  by  the  mill, 

The  wheel  goes  round  with  a  right  good  will, 

One  hand  on  the  hopper,  and  the  other  in  the  sack, 

The  right  steps   forward  and  the  left  stays  back. 

17 


RELAY     RACE 

Players  are  divided  into  two  or  more  teams,  the  members  of  each  stand- 
ing one  behind  the  other,  directly  back  of  the  starting  line.  The  first  player 
of  each  team  holds  a  handkerchief  in  one  hand  and  at  the  word  "Go"  runs 
to  a  certain  goal  and  returns,  handing  the  handkerchief  to  the  second  in 
line  and  taking  his  place  in  the  rear.  This  continues  until  all  have  run.  the 
team  finishing  first  winning  the  race.  Each  team  has  a  separate  goal,  but 
all  must  be  equally  distant. 


HILL     DILL 


Players  are  arranged  in  two  opposite  lines  facing  the  center.  One  play- 
er is  chosen  to  be  "it"  and  takes  his  place  in  the  center  of  the  plyaground. 
The  center  player  then  calls, 

"Hill  Dill,  come  over  the  hill, 

Or  else  I'll  catch  you  standing  still. 

He  claps  his  hands  three  times,  whereupon  the  players  run  across  to  the 
other  side.  While  they  are  crossing,  they  may  be  tagged.  Those  tagged 
must  then  help  in  catching  others  until  all  have  been  tagged.  The  last  one 
tagged  begins  the  game  anew. 


TOMMY     TIDDLER'S     LAND 


A  square  or  circle  drawn  by  Tommy  around  himself  represents  Tommy's 
land.  Tommy  stands  in  the  center  trying xto  protect  his  supposed  huge  stores 
of  treasure  from  the  enemy.  The  other  players  try  to  invade  his  sacred 
territory  and  as  they  enter  they  shout, 

"Here   I    stand    on    Tommy    Tiddler's   Land, 
Picking  up  gold  and  silver." 

If  Tommy  can  touch  or  tag  any  player,  that  person  becomes  Tiddler. 


TEN      STEPS 


One  player  who  is  blindfolded  stands  in  the  center  of  the  room.  The 
other  players  stand  anywhere  they  wish  and  in  such  positions  as  seem  saf- 
est to  them.  The  blindman  is  then  told  to  take  ten  steps  in  any  direction 
and  try  to  capture  a  player  by  groping  for  him.  If  unsuccessful,  he  may 
take  ten  steps  in  another  direction,  and  so  on  until  someone  is  captured.  The 
steps  may  be  long  or  short  as  the  blindman  wishes. 


CIRCLE     STRIDE      BALL 


A  football  or  basketball  is  necessary  to  the  game. 

All  but  one  of  the  players  stand  in  circle  formation  in  stride  position, 
with  feet  touching  those  of  the  next  players  to  make  a  barricade  for  the 
ball.  The  odd  player  stands  in  the  center. 

The  center  player  tries  to  throw  the  ball  outside  of  the  circle  between 
the  feet  of  the  players.  The  circle  players  try  to  prevent  the  passage  of  the 
ball,  using  only  their  hands  for  this  purpose.  The  play  continues  until  the 
center  player  succeeds  in  sending  the  ball  through  the  circle,  when  he 
changes  places  with  the  player  between  whose  feet  the  ball  has  passed.  If 

18 


a  circle  player  moves  his  feet  in  any  way  he  must  change  places  with  the 
player  in  the  center.  When  the  ball  has  been  sent  out  of  the  circle  without 
passing-  between  the  feet  of  a  player,  the  players  turn  outward,  and  the  odd 
man  tries  to  send  it  back  inside,  according  to  the  same  rules. 

The  center  player  may  appear  to  intend  sending  the  ball  in  one  direction, 
turning  suddenly  and  sending  it  in  another. 


CENTER     BASE 


One  player  takes  his  place  in  the  center,  holding  a  bean  bag  or  ball.  The 
other  players  form  a  ring  around  him,  standing  a  little  apart  from  each 
other.  The  object  of  the  .uamo  is  for  the  center  player  to  return  to  the  center 
and  touch  the  ball  without  being  tagged. 

The  center  player  tosses  the  ball  to  anyone  in  the  outside  ring  and  runs 
out.  The  player  to  whom  the  ball  is  tossed  must  catch  it.  place  it  in  the 
center  of  the  ring  and  chase  the  one  who  tossed  it.  This  player  tries  to  get 
back  to  the  center  to  touch  the  ball  before  being  tagged.  If  he  is  tagged  he 
takes  a  place  in  the  circle.  If  he  succeeds  in  touching  the  ball  he  again 
throws  the  ball  to  some  other  player  and  the  game  begins  again.  If  the 
chase  continues  too  long,  time  may  be  called  by  the  teacher. 

It  is  i.emiissible  to  have  two  or  more  balls  of  different  kinds  used  and 
i  sets  of  runners  going  at  the  same  time. 


Sixth  Grade 


FLYING     BALL 

The    players   stand  'in    a    circl.     facing   the   center,    some   distance   apart. 
layer  called    the    "center*1   stands   within    the  circle.     A  basketball    is 
thrown  from  one  player  t<>  another,  across  the  circle,  or  may  be  passed  to  the 
nearest  neighbor.     The  center  tries  to  touch  the  ball.     If  he  succeeds,  the  one 
who  last  threw  the  ball  or  dropped  it,  becomes  center. 


GUESS     WHO 


Two  files,  A  and  B,  stand  on  opposite  sides  of  the  room,  facing  each 
other.  One  player  of  file  A  stands  in  the  center  of  the  room  facing  his  file. 
A  hollow  rubber  ball  or  tennis  ball  is  passed  to  anyone  in  file  B.  from 
where  the  ball  is  thrown  to  hit  the  center  player,  if  he"is  struck  he  will 
quickly  turn  and  try  to  discover  the  ball  thrower.  If  he  guesses  the  right 
one  they  exchange  places,  the  one  going  to  the  center  always  facing  his 
file.  If  the  center  player  guesses  incorrectly,  he  remains  in  the  center,  but 
faces  about  so  as  to  give  the  other  rank  a  chance  to  hit  him.  In  case  the 
thrower  fails  to  strike  he  must  exchange  places  with  center. 


BEETLE     GOES     AROUND 


The  players  form  a  circle,  facing  inward,  with  hands  behind  body.  One 
player  who  carries  in  his  hand  a  towel  knotted  at  one  end  walks  outside 
the  circle.  After  walking  or  running  a  short  distance,  saying  "Beetle  is  out, 
don't  face  about,"  he  puts  the  beetle  in  the  hands  of  someone,  saying  "Beetle 
move,"  at  the  same  time  taking  his  place.  The  one  receiving  the  beetle 
strikes  the  player  to  his  right,  who,  trying  to  avoid  the  beetle,  runs  quickly 
around  the  circle  to  his  place.  If  the  one  to  the  right  is  caught,  he  becomes 
the  new  beetle.  The  game  continues  until  all  have  had  the  beetle.  Those 
who  have  had  the  beetle  once  fold  arms,  thus  avoiding  being  given  the  beetle 
a  second  time. 

19 


HAWK     AND   HEN 


A  file  of  ten  or  twelve  players,  so-e.-illed  "hens,"  stand  in  line  behind 
each  other,  hands  on  shoulders  of  player  in  front.  The  first  player  raises 
her  arms  shoulder  high  to  protect  those  behind  her.  One  player,  the  "hawk," 
tries  to  catch  one  of  the  hens,  not  the  first  and  second  of  the  file.  The  first 
hen  must  face  the  hawk  throughout  all  the  movements  and  in  order  to  keep 
out  of  the  hawk's  reach,  all  the  other  hens  must  keep  in  line  with  her.  A 
hen  caught  is  out  of  the  play.  Both  the  hawk  and  first  hen  take  position 
at  rear  end  of  the  file,  the  next  two  hens  becoming  hawk  and  hen. 


BOGEY-MAN 


One  player,  called  the  Bogey-Man,  stands  on  one  goal.  All  the  other 
players  stand  on  the  goal  opposite.  The  bogey-man  runs  out  and  calls  "Are 
you  afraid  of  the  Bogey-Man?"  at  which  the  other  players  run  forward 
toward  his  goal,  whereat  the  Bogey-Man  tries  to  capture  one  of  the  players. 
The  one  caught  must  follow  the  Bogey-Man  to  the  opposite  goal  and  from 
here  both  run,  with  or  without  joining  hands,  to  catch  the  rest  of  the  play- 
ers. When  all  have  been  caught,  the  first  player  caught  becomes  "Bogey- 
Man." 


DAY     AND     NIGHT 


The  players  are  divided  into  two  teams  formed  in  two  lines  about  three 
i'eet  apart,  facing  in  opposite  directions. 


Goal 
Leader 


Day 

Night 


Goal 


The  leader  has  a  disk  painted  black  on  one  side  and  white  on  the  other. 
A  coin  may  be  used  in  place  of  a  disk.  In  front  of  each  party  at  a  distance 
of  about  fifteen -paces  is  a  goal.  The  leader  throws  up  the  disk.  If  the 
white  side  is  up  when  the  disk  has  alighted,  he  calls  out  "Day."  The  day 
party  then  rushes  toward  its  goal  and  the  night  party  pursues,  catching  as 
many  of  the  "Day"  party  as  possible.  These  they  take  back  to  their  own 
goal.  The  captured  members  are  now  out  of  the  game.  The  sides  return 
to  their  places  and  the  disk  is  thrown  up  again.  The  game  is  continued  un- 
til all  players  on  one  of  the  sides  are  out. 


BOUNDARY     BALL 


The  players  are  arranged  as  shown  in  figure.     The  length  of  the  space 
is  about  thirty   puces,   "a — a"  being  the  outer   boundaries   and   "b"  a  center 


lino.  The  two  parties  stand  about  ten  paces  from  the  center  line.  A  mem- 
ber of  the  first  party  throws  the  ball.  The  members  of  the  second  party 
catch  it  or  stop  it  from  rolling.  The  catcher  then  throws  the  ball  back  to 


the   first  party   and   so  on   until   either   party   succeeds   in   passing  the   ball 
across  the  outer  boundary  line  of  the  other  party. 


FRENCH      BLIND      MAN'S      BUFF 


A  player  blindfolded  and  furnished  with  a  wand  stands  in  the  center  of 
tne  room.  The  other  players  join  hands  and  walk  or  hop  around  him  until 
lie  signals  them  to  stop,  by  tapping1  the  floor  with  his  wand.  He  points  the 
wand  at  some  one  in  the  ring. '  The  one  at  whom  he  points  takes  the  end 
of  the  wand,  and  holding  it  must  answer  any  three  questions  the  blindfolded 
player  may  choose  to  ask.  The  player  who  answers  may  disguise  his  voice. 
If  the  blindfolded  player  recognizes  the  voice,  the  two  players  change  places. 


BULL     IN     THE      RING 


The  players  join  hands  and  form  a  circle.  One  is  chosen  bull  and  wan- 
ders about  in  tin-  inside,  testing  the  circle  in  an  effort  to  get  out.  If  he 
breaks  through  and  escapes  the  keepers  chase  him.  The  one  catching  him 
in  turn  becomes  bull. 


CALL     BALL 


A  basketball  is  needed  for  this  game.  The  players,  10  to  30,  are  num- 
bered and  form  a  circle,  one  of  the  players  standing  in  the  center.  The 
object  is  to  catch  the  ball  before  the  second  bounce,  when  one  number  has 
been  called. 

The  player  in  the  center  tosses  the  ball  high  up  within  the  circle,  at  the 
same  time  calling  the  number  of  some  player.  The  one  called  must  quickly 
run  and  catch  the  ball  on  the  first  bounce.  If  he  catches  the  ball  he  tosses 
it  up  and  calls  the  number  of  some  other  player.  If  the  ball  is  not  caught 
the  first  player  again  tosses  it  up.  The  ball  may  be  caught  on  the  fly. 

To  vary  the  game,  form  sides,  numbering  the  players,  the  odd  numbers 
forming  one  side,  the  even  numbers  the  other.  The  odd  numbers  must  call 
on  the  even,  and  vice  versa.  One  point  is  counted  for  every  ball  caught, 
and  the  side  with  the  highest  score  after  twenty  tosses  wins. 


ARCH     GOAL     BALL 


Basketball  and  basket  goal  are  necessary  equipment.  The  players  (8 
to  10  on  a  team)  are  divided  into  seven  groups  and  line  up  in  a  single  file 
in  two  or  more  lines,  facing  a  basketball  goal.  Each  line  has  a  basketball 
and  stands  behind  a  starting  line. 

A  game  is  finished  when  the  last  man  on  the  team  has  crossed  the 
starting  line  before  the  others  have  finished. 

At  a  signal  each  leader  passes  the  ball  backward  overhead  and  the  next 
player  takes  it  and  passes  it  on  in  the  same  way,  and  so  on  down  the  line. 

21 


When  the  last  player  receives  the  ball,  he  runs  forward  and  tries  to  throw 
it  into  the  basket  standing  on  a  line  marked  from  five  to  ten  feet  from  the 
goal.  He  is  allowed  but  one  throw,  when  he  quickly  takes  his  place  at  the 
front  of  his  line  (the  line  moving  backward  in  place  to  make  room  for  him), 
and  he  at  once  passes  the  ball  backward  overhead.  The  last  player  in  turn 
runs  forward,  tries  for  the  goal,  and  this  is  repeated  until  each  player  in 
line  has  thrown  for  goal. 

Two  points  are  scored  for  each  team  making  the  goal,  one  point  may  be 
given  for  finishing  first.  The  team  having  the  highest  score  wins. 

Sometimes  the  game  is  played  with  a  time  limit.  In  this  case  each 
player  throws  until  he  succeeds  in  getting  the  ball  into  the  basket.  The 
team  wins  whose  last  man  finished  first. 


CKEN     AND     FOX 

Two  players  are  chosen — one  to  be  the  mother  hen  and  the  other  to  be 
the  fox,  who  is  after  a  chicken  for  his  meal.  The  other  players  are  in  the 
brood — each  one  of  them  grasps  the  one;  in  front  of  him,  beginning  with  the 
largest,  and  placing  themselves  in  line  behind  their  mother.  As  the  fox 
appears  the  hen  says,  "What  do  you  want,  Fox?"  The  fox  replies,  "I  want 
a  chicken."  The  hen  in  turn  says,  "Where  will  you  get  it?"  The  fox  then 
replies  "Out  of  your  flock."  The  fox  then  runs  to  the  right  and  left  trying 
to  pass  the  mother  and  get  one  of  the  chickens.  The  one  caught  becomes 
fox  and  the  hen  takes  her  place  at  the  end  of  the  line.  The  second  in  line 
in  turn  becomes  mother  hen. 


Seventh  Grade 


CHANGING     PLACES 

All  players  but  one  stand  in  a  circle  of  about  seven  yards  or  more  in 
diameter  facing  inward.  The  odd  player  stands  in  the  middle.  Each  play- 
er is  given  a  number  which  he  retains  all  through  the  game.  The  teacher 
calls  out  two  numbers  (but  not,  of  course,  that  of  the  player  in  the  middle) 
and  the  players  so  numbered  must  change  places  in  the  circle.  While  they 
are  doing  so  the  odd  player  must  try  to  get  into  one  of  the  vacant  places 
first,  and  if  he  is  successful  the  ousted  player  becomes  the  odd  man  in  the 
center. 


STEAL     THE     HANDKERCHIEF 

Players  form  in  two  lines  facing  each  other  and  about  eight  yards  apart. 
Each  line  is  numbered  so  that  there  are  corresponding  numbers  on  each  side. 
The  leader  then  takes  a  rag,  places  it  midway  between  the  two  lines.  He 
then  calls  a  number,  and  the  players  on  each  side  having  that  number  will 
rush  forward  and  attempt  to  steal  the  handkerchief.  The  one  succeeding 
scores  one  point  for  his  side.  The  players  return  and  the  game  continues; 
the  side  scoring  highest  wins. 


ON     THE     BANK— IN     THE     POND 

Players  form  in  a  single  file.  An  imaginary  line  to  the  left  of  the  col- 
umn designated  as  the  Bank  and  an  imaginary  line  to  the  right  of  the 
column  designated  as  the  Pond.  These  lines  are  about  three  feet  apart. 
Teacher  facing  column  calls  out  "On  the  Bank,"  the  players  jumping  onto 

22 


thfc  Hank.  He  then  calls  out,  "In  the  Pond."  the  players  jumping  into  the 
Pond.  At  each  command  the  teacher  moves  his  hand  to  the  opposite  line 
from  which  players  are  located.  In  order  to  keep  players  "on  their  toes," 
teacher  calls  "In  the  Pond"  when  the  men  are  in  the  Pond  and  at  the  same 
time  moves  his  hand  in  the  direction  of  the  Bank.  Those  who  jump  across 
or  remain  behind  when  the  command  is  given  to  do  otherwise  are  out  of 
the  game. 


MAZE 

All  the  players  except  two  stand  in  parallel  ranks,  one  behind  the  other. 
The  distance  between  each  player  and  each  rank  is  that  of  "double  arms' 
length,"  so  that  whichever  direction  the  ranks  may  face  with  arms  ex- 
it nded  horizontally  a  line  of  players  with  finger  tips  touching  will  be  formed. 
The  ranks  should  be  drawn  up  so  as  to  form  a  square  as  nearly  as  possible. 
The  chaser  has  to  pursue  the  runner  up  and  down  the  lines  until  he  catches 
him.  neither  being  permitted  to  pass  under  the  outstretched  arms.  The 
teacher  makes  sudden  changes  in  the  inea  by  calling  "right  turn"  or  "left 
turn,"  on  which  all  turn  in  the  required  direction,  still  keeping  the  arms 
outstretched.  These  sudden  changes  aiter  the  direction  of  the  paths  down 
which  the  two  players  may  run.  The  interest  depends  greatly  upon  the 
judgment  of  the  leader  in  giving  the  commands  "right  (or  left)  turn."  They 
should  be  given  frequently — and  sharply,  and  often  just  at  the  moment 
when  the  chaser  is  about  to  catch  the  runner.  The  game  continues  until 
runner  is  caught,  or  a  time  reached  when  a  new  chaser  and  runner  are 
chosen. 

The  game  may  be  played  with  hands  on  hips  instead  of  arms  out- 
stretched. 


BOMBARDMENT 


Playground  or  gymnasium  suitable  place  for  this  game.  Basketball  and 
Indian  clubs  are  necessary  equipment.  Number  of  players  10  to  40.  The 
ground  is  divided  int<>  i\\o  equal  fields  by  a  line  across  the  center.  At  the 
rear  of  each  Meld  a  row  <>i  Indian  clubs  is  set  up,  there  being  the  same  num- 
i><  r  ni  pins  as  players.  Should  the  number  of  pins  be  so  great  as  to  re- 
quire their  behiL;  closer  than  two  feet,  a  second  row  should  be  placed  in 
front  of  the  first  so  that  each  club  stands  opposite  a  space  in  the  preceding 
row  of  clubs. 

The  players  are  divided  into  two  teams,  from  five  to  twenty  in  each 
team.  The  players  stand  behind  their  clubs  and  the  dividing  line  in  any 
scattered  formation.  Several  balls  should  be  put  in  play  if  a  large  number 
are  playing. 

The  object  is  to  knock  down  the  opponents'  clubs.  Each  player  acts 
both  as  a  guard  to  protect  his  clubs,  and  as  a  thrower.  He  may  throw 
whenever  he  can  secure  a  ball,  there  being  no  order  in  which  players  should 
throw.  Balls  may  be  made  to  displace  the  opponents'  clubs  by  being  thrown 
against  the  wall  behind  the  clubs  so  that  they  will  rebound,  knocking  the 
clubs  down  from  the  rear.  No  player  is  permitted  to  cross  the  center  line. 
The  game  is  most  interesting  when  several  balls  are  in  play  at  once.  For 
each  club  overturned  the  side  which  knocked  it  down  scores  one.  Every 
club  overturned  by  a  player  on  his  own  side  spoils  one  for  the  opponents. 
The  game  is  played  in  time  limits  of  from  one  to  twenty  minutes,  the  side 
\viii ning  which  has  the  highest  score  at  the  end  of  that  time. 


JAPANESE     TAG 

The  players  are  scattered  within  a  limited  playing  area.  This  game 
is  played  like  ordinary  tag  except  that  "it"  must  place  one  hand  on  the 
spot  where  he  was  tagged  and  hold  it  there  while  trying  to  tag  another 
man.  Any  player  running  outside  of  the  playing  area  automatically  be- 
comes "it". 

23 


HOOK     ARM     TAG 

1 'layers  paired  in  circular  formation,  inside  arms  hooked  at  elbows,  out- 
side hands  on  hips.  Two  players  stand  in  the  center,  one  is  "it,"  the  other 
is  chased  by  "it".  The  chased  player  runs  about  the  circle  either  inside 
or  out  and  may  hook  the  elbow  of  any  player.  The  player  he  catches  holds 
fast  to  him  and  a  third  player  is  then  the  one  to  be  chased.  If  lie  tags  a 
player  chased,  before  he  can  hook  an  arm,  the  latter  must  chase  "it"  or 
someone  set  free  by  "it,"  and  the  game  continues. 


CROSSING     NO     MAN'S     LAND 

Formation — In  single  line. 

A  parallel  line  is  drawn  about  fifty  feet  in  front  and  the  player  being 
"it"  stands  between  this  line  and  the  players.  At  a  signal,  players  change 
to  the  opposite  line.  "It"  tries  to  catch  as  many  runners  as  possible.  Play- 
ers so  caught  must  help  "it"  catch  the  others.  After  such  charge  those  un- 
t-aught  assemble  themselves  and  try  to  charge  back  to  previous  base.  Play- 
ers charge  and  re-charge  until  all  have  been  caught. 


OBJECT      RELAY      RACE 


Players  stand  in  flies,  an  equal  number  in  each  file.  Opposite  and  at 
about  fifteen  and  twenty  yards  respectively  from  the  front  player  of  each 
file,  two  circles  (about  eight  inches  in  diameter)  are  marked  on  the  ground, 
one  straight  behind  the  other.  In  the  nearest  of  each  of  the  circles  an  ob- 
ject (stone,  stick,  club)  is  placed.  At  the  command  "Go"  the  first  player 
of  each  file  races  to  the  first  circle,  seizes  the  object  and  places  it  in  the 
second  circle,  five  yards  off.  He  then  races  back  and  touches  the  out- 
stretched hand  of  the  next  player  in  his  row.  The  latter  then  races  to  the 
object  and  in  the  same  "way  places  it  back  in  the  near  circle,  and  so  alter- 
nately until  each  player  of  the  row  has  had  his  turn.  The  last  player,  having 
deposited  the  object  in  the  circle,  races  back  to  the  line  which  the  front 
players  were  originally  "toeing".  The  first  row  to  finish  wins.  Each  player 
after  touching  the  outstretched  hand  of  the  "next  to  run"  places  himself  at 
the  rear  of  his  row,  which  keeps  moving  forward  so  that  the  next  to  run  is 
always  "toeing"  the  original  line. 


PASS     AND     TOSS     RELAY 

This  game  is  suitable  for  playground,  gymnasium  or  classroom.  Equip- 
ment necessary  is  Bean  Bag  or  ball.  Number  of  players  preferably  8  to  10 
on  a  team.  The  players  stand  in  two  or  more  even  ranks,  facing  sideways 
and  numbered  consecutively.  The  players  at  either  end  step  two  paces  for- 
ward of  the  ranks,  to  the  points  marked  1  and  10  respectively,  as  they  are 
to  be  in  a  position  to  catch  the  ball  tossed  by  some  other  player. 


o  

234567! 

O 

3        9 

No.  1  of  each  team  tries  to  return  to  his  original  position  first. 

Player  No.  1  has  a  bean  bag  (or  ball)  and  at  a  signal  for  starting  runs 
toward  the  rear  and  as  he  runs  tosses  the  bag  to  No.  10.     The  line  immed- 

24 


lately  moves  forward  one  place,  No.  2  stepping  into  the  place  vacated  by  No. 
1.  Upon  catching  the  bag,  No.  10  takes  his  place  in  line  with  the  rank,  and 
passes  the  bag  to  his  next  neighbor,  No.  9.  The  bag  is  then  passed  rapidly 
up  the  line  until  it  is  received  by  No.  3,  who  tosses  it  to  No.  2.  No.  2  in 
turn,  as  soon  as  he  receives  the  bag,  dashes  for  the  rear,  tossing  the  bag  as 
he  goes  to  the  player  standing  at  10,  who  in  this  case  will  be  No.  1.  The  line 
again  moves  up — No.  3  now  stepping  out  to  the  place  marked  1.  The  play 
is  continued  until  No.  1  is  back  in  his  origirfal  position.  The  rank  getting 
the  bag  around  to  No.  1  first  after  he  returns  to  his  original  position  wins 
the  game.  No.  1  should  hold  the  bag  up  at  arm's  length  as  soon  as  he  gets 
it  as  a  signal  that  his  rank  has  completed  its  play. 


DOWN      AND      UP 


Players  form  in  column  of  files. 

All  spread  legs.  First  player  in  the  column  passes  some  object  (stick, 
stone,  hat,  eraser,  bean  bag)  back  between  legs  to  the  next  player,  who 
passes  it  on.  When  the  last  player  in  the  column  has  received  it  he  yells 
"Down"  and  runs  forward  astraddle  the  other  players  to  the  head  of  the 
column.  The  other  players  quickly  rise  and  the  object  is  passed  back  be- 
tween the  legs  until  all  have  carried  it  forward. 


ZIG     ZAG      RELAY 

Players  form  in  columns  of  files. 

Place  four  bean  ba^s  four  fei-t  apart  at  a  distance  of  ten  feet  in  front 
h  column  in  direction  of  depth.  At  a  signal  the  first  player  in  each 
column  runs  to  the  right  oi  tin-  first  bag.  passes  it  and  then  runs  to  the  left 
of  the  second,  to  the  right  of  the  third,  to  the  left  of  the  fourth  and  around 
it  and  then  zig-zags  back.  When  he  reaches  the  starting  line,  he  touches 
off  a  sec-ond  player  who.  in  turn,  proceeds  to  duplicat*  the  first  player's 
performance.  Column  finishing  first  scores. 


Eighth  Grade 

CROWS     AND     CRANES 


Players  form  in  two  lines,  back  to  back  and  at  about  one  yard  interval. 
One  line  is  designated  "Crows"  and  the  other  "Cranes."  If  the  leader  calls 
out  "Cranes."  the  Cranes  will  rush  forward  about  thirty  feet  across  a  safety 
line,  and  the  line  designated  as  Crows  will  turn  around  and  attempt  to  tag 
his  opposing  player  before  he  has  crossed  the  distance  to  the  safety  line. 
If  the  leader  calls  "Crows."  the  Crows  will  rush  forward  to  their  safety 
/.one.  Those  who  are  tagged  must  go  over  to  the  other  side.  The  team 
having  the  largest  number  of  players  at  the  expiration  of  a  given  time  wins. 
The  game  can  be  made  more  intensive  by  the  leader  if  he  drawls  out  the 
"r"  in  either  Crows  or  Cranes. 


JUMPING     CIRCLE 

Players  form  a  circle  about  30  feet  in  diameter.  One  player  in  center 
holds  a  light  rope  about  fifteen  feet  long  with  a  soft  weight  on  one  end.  The 
player  in  the  center  swings  the  rope  around  so  that  players  in  the  circle 
have  to  jump  it.  Player  failing  to  jump  the  rope  has  a  point  counted  against 
him  or  he  may  be  made  to  withdraw  from  the  game. 

25 


HINDU      TAG 


The  players  are  scattered  in  a  limited  playing  area,  about  fifty  feet 
square.  One  player  is  "it".  He  chases  players  about  and  may  tag  anyone 
who  is  in  "safe"  position  (on  both  knees,  forehead  on  ground).  Players 
ought  not  to  remain  in  one  place,  but  must  move  about.  Any  player  tagged 
is  "it".  Players  should  not  go  out  of  playing  area.  Anyone  doing  so  is  au- 
tomatically "it". 


SWAT     TO     THE     RIGHT 

Any  number  of  players  may  participate.  Players  form  a  circle,  hands 
behind  back,  facing  in,  eyes  closed.  One  player  carrying  a  swatter  (belt, 
knotted  towel,  etc.),  runs  around  outside  of  circle  and  places  swatter  in 
someone's  hand.  The  player  receiving  it  immediately  hits  the  player  to  the 
right.  The  player  who  is  being  hit,  runs  around  the  circle  until  he  is  back 
to  his  starting  position.  The  player  with  the  swatter  follows  the  runner 
and  swats  him  until  he  is  back  in  position.  The  player  with  the  swatter 
runs  on  and  places  it  in  the  hands  of  some  other  player. 


SQUAT     TAG 


The  players  are  scattered  within  a  limited  playing  area.  One  player  is 
"it".  He  can  touch  anyone  who  is  not  in  a  full  squat  position.  The  player 
touched  becomes  "it"  and  chases  about  after  some  other  player.  Players 
who  for  fear  of  being  made  "it"  remain  in  the  squat  position  should  be 
pushed  over.  The  squat  position  consists  of  knees  full  bent  with  hands  on 
hips. 


TEN     STEPS 

One  player  who  is  "it"  blinds  his  eyes  and  counts  ten  while  all  the  other 
players  run  for  hiding  places.  As  soon  as  the  one  who  is  "it"  says  "ten," 
the  players  must  stand  motionless  wherever  they  may  happen  to  be  while  he 
turns  at  once  to  look  for  them.  Any  player  whom  he  sees  moving  must  come 
back  to  the  goal  and  start  over  again.  The  "blinder"  repeats  this  five  times, 
and  any  player  not  entirely  out  of  sight  the  fifth  time  the  blinder  turns  must 
change  places  with  him,  while  the  original  "it"  becomes  a  spectator. 

After  counting  "ten*  and  turning  to  look  for  moving  players  five  times, 
the  hunter  counts  one  hundred  to  give  players  chance  to  reach  their  final 
hiding  places  and  the  game  continues  as  in  regular  I  Spy. 


HANG     TAG 

One  player  is  chosen  chaser  or  "if  and  changes  places  with  anyone 
whom  he  can  tag.  Players  may  escape  being  tagged  by  hanging  from  any- 
thing overhead  which  will  enable  them  to  lift  their  feet  from  the  floor. 
Played  out  of  doors,  players  will  naturally  save  themselves  by  catching  hold 
of  the  branches  of  trees.  If  played  in  a  gymnasium  or  playground  pieces 
of  apparatus  may  be  used  for  the  same  purpose.  Players  are  also  considered 
safe  if  instead  of  hanging  by  their  hands,  they  throw  themselves  across 
some  obstacle  such  as  a  fence,  which  enables  them  to  lift  their  feet  from 
the  ground.  No  two  players  may  hang  from  the  same  piece  of  apparatus. 
The  last  one  taking  possession  may  keep  his  position,  the  one  before  him 
being  obliged  to  find  another  place.  This  keeps  the  players  constantly  on 
the  move  and  the  game  becomes  more  interesting. 

26 


CLUB     SNATCH 

A  goal  is  marked  off  across  each  end  of  the  playground.  An  Indian  club 
is  placed  midway  between  the  goals.  A  starting  base  is  marked  on  each  goal 
line  in  line  with  the  club.  The  players  are  divided  into  two  equal  teams, 
«  ach  having  a  captain.  Each  party  takes  its  place  in  one  of  the  goals.  The 
object  of  the  game  is  for  one  of  the  runners  to  snatch  the  club  and  return  to 
his  goal  before  a  runner  from  the  opposite  side  tags  him,  both  leaving  their 
starting  bases  at  the  same  time  on  a  signal.  The  players  on  each  team  run 
in  turn,  the  captains  naming  the  runner 'each  time. 


INDIAN     CLUB     WRESTLE 


l'lay«-rs  come  up  in  files  not  more  than  eight  in  a  file.  Each  file  forms  a 
circle.  In  the  middle  of  each  circle  four  Indian  clubs  are  placed.  At  the 
signal  "K<>"  each  circle  joins  hands  and  pulls.  When  the  umpire  sees  that 
any  player  in  any  circle  has  knocked  down  a  club  he  calls  "Out  One."  That 
player  withdraws  from  the  game.  All  stop  playing  and  wait  for  the  signal 
"go"  and  tin  play  is  repeated.  When  any  one  of  the  circles  has  been  re- 
duced to  one  player,  the  ^ann-  ends,  the  circle  scoring  that  has  the  largest 
number  of  players  left. 


PASS     ROUND 


Players  are  in  circle  formation  about  four  feet  apart.  They  number  off, 
odds  forming  one  team  and  evens  the  other.  A  hall,  eraser  or  some  Object 
is  given  each  team  on  opposite  side  ..1"  the  eircle.  At  a  signal  the  teams 
pass  the  object  to  the  light  to  members  of  the  same  team  only.  Each  player 
must  catch  the  object  in  his  turn.  The  team  which  passes  its  object  so  that 
it  catches  up  with  the  opponent's  wins.  Any  player  dropping  object  must 
n  vain  it  himself  and  pass  it  on  fairly. 


HUMAN     TUG     OF     WAR 


Mayers  form  in  columns  of  files  facing  each  other.  Mayers  stand  close 
together,  arms  plaeed  about  the  waist  of  the  player  in  front  (grasping  the 
left  wrist  with  the  right  hand  is  the  strongest  grip).  Leading  player  of 
each  team  grasps  the  opponent  about  neck  or  shoulders,  team  breaking  first 
or  having  one  or  more  players  pulled  over  the  line  after  thirty  seconds  is 
th«  leader. 


VOLLEY     BALL 


Ten  to  thirty  players  may  play  at  one  time  on  playground  or  gymnas- 
ium. Equipment  consists  of  volley  ball  and  tennis  net. 

For  large  teams  this  game  is  best  played  on  a  ground  measuring  fifty 
feet  in  length  and  twenty-five  in  width.  A  tennis  net  or  a  net  two  feet  wide 
is  stretched  across  the  center  of  the  ground  from  side  to  side,  extending  one 
or  two  feet  beyond  the  boundary  on  either  side.  The  upper  edge  should  be 
from  six  feet  and  one-half  to  seven  feet  and  one-half  above  the  ground.  The 
players  are  evenly  divided  into  two  teams.  They  scatter  over  their  respec- 
tive courts  without  special  arrangement.  A  captain  is  chosen  for  each  side. 
An  umpire  is  desirable. 

Each  team  tries  to  keep  the  ball  in  lively  play  toward  its  opponents' 
court,  as  each  team  scores  only  on  its  opponents'  failures  to  return  the  ball 
or  keep  it  in  the  air. 

The  ball  is  put  in  play  by  being  served  by  a  selected  member  of  either 
team,  who  should  stand  at  the  rear  of  his  court  with  one  foot  on  the  rear 

27 


boundary  line  behind  the  line.  From  this  position  the  ball  is  tossed  up- 
ward lightly  from  one  hand  and  batted  with  the  open  palm  of  the  other 
hand  over  the  net  and  into  the  opponents'  court.  The  server  has  two  trials. 
A  served  ball  may  be  assisted  on  its  course  by  any  other  player  on  the 
server's  side  using1  one  or  both  hands  (open  palm),  no  player  so  assisting 
the  ball  on  the  serve  may  strike  it  more  than  twice  in  succession,  and  the 
server  under  such  circumstances  may  not  strike  it  more  than  once. 

Should  the  ball  then  fail  to  land  on  the  opponents'  court,  the  server 
loses  his  second  serve.  In  serving,  the  ball  must  be  batted  at  least  ten  feet 
by  the  server  before  being  touched  by  any  other  player  on  his  side.  If  a 
return  ball  hits  a  player  on  the  server's  side  and  bounces  into  the  oppon- 
ents' court,  it  is  considered  no  play.  The  players  on  a  side  take  turns  in 
serving.  A  ball  which  bounds  back  into  the  court  after  striking  any  other 
object  except  the  floor  or  ceiling  is  still  in  play. 

In  sending  the  ball  across  the  net,  players  should  aim  for  an  unprotected 
part  of  the  opponents'  court  or  try  in  other  ways  to  place  them  at  a  disad- 
vantage. The  service  changes  to  opposite  side  when  the  serving  side: 

1.  Allows  the  ball  to  touch  the  floor. 

2.  Knocks  it  out  of  bounds. 

3.  Fails  to  return  it  to  the  opponents. 

4.  The  ball  hits  the  net  during  the  service. 

5.  A  served  ball  falls  outside  the  opponents'  court. 

6.  A  player  on  the  serving  side  touches  the  net  at  any  time. 

Score.  The  game  consists  of  twenty-one  points — only  the  serving  side 
scores. 

One  point  is  scored  when: 

1.  A  good  serve  is  unreturned. 

2.  Any  time  when  the  opponents  fail  to  return  the  ball  which  is  in  play. 

3.  When  the  receiving  side  touches  the  net. 

(Should  the  serving  side  fail  to  return  a  ball  to  the  opponents'  court, 
they  are  put  out.    The  serve  passes  to  the  opponents  and  no  score  is  made.) 
Scoring  on  Fouls. 

1.  Touching  the  net  by  a  player  on  the  receiving  side  allows  the  serving 
side  one  point. 

2.  A  ball  sent  under  the  net  counts  one  for  the  opposing  side. 

3.  If  the  ball  strikes  any  object  outside  the  court  and  bounds  back,  al- 
though it  is  still  in  play,  it  counts  one  for  the  opposing  side.     A  ball  sent 
out  of  bounds  in  returning  a  service  scores  one  point  for  the  opposing  team. 
One  point  is  scored  by  the  opponents  whenever  a  player  catches  the  ball  or 
holds  it  for  even  an  instant. 


Group  Games  for  Adults 


CHARIOT     RELAY 

Players  line  up  at  one  end  of  the  room.  Count  off  by  threes.  Each 
group  joins  hands,  and  on  the  command  "Go!"  they  run  to  the  other  end  of 
the  hall  and  return  without  letting  go  of  hands.  The  first  group  back  wins. 


HURDLE     RACE 


Place  several  objects  at  different  distances.     Contestants  race,  jumping 
over  them. 


SONG     CONTEST 

Song  contestants  are  supplied  with  pencil  and  paper.     Standing  on  one 
foot,  each  writes  two  lines  of  a  patriotic  song.     One  finishing  first  wins. 


Contestants  are  supplied  with  paper  and  crayon,  and  asked  to  draw  a 
picture  representing  some  popular  song.  The  one  whose  drawing  is  the 
best  representation  wins  the  prize. 


LAUGHING     RELAY 


Line  up  players  in  twos.  Partners  face  and  march  backwards  four 
's.  Leaders  draw  for  first  chance.  One  side  named  Blues,  other  Reds. 
If  "Blues"  have  first  chance,  they  try  for  the  space  of  thirty  seconds  to 
make  the  "Reds"  laugh.  All  "Reds"'  found  laughing  are  recruited  to  the 
other  side.  Three  turns  constitute  a  game.  The  side  having  most  recruits 
at  the  finish  wins. 


TELEGRAMS 


(live  each  player  a  pencil  and  paper.  Ask  each  to  write  the  name  of  the 
city  (town  or  state)  in  which  he  was  born.  Then  ask  each  to  separate  the 
letters  in  the  name  of  his  birthplace  and,  using  each  letter  as  the  initial  of 
a  word,  to  compose  a  telegram.  Some  interesting  combinations  are  the  re- 
sult. 


WHIRLWIND 


This  is  an  old  English  game.  Arrange  as  many  chairs  as  there  are  play- 
ers in  a  circle.  All  the  players  but  one  are  seated.  This  odd  player  takes 
his  position  in  the  center  of  the  circle.  His  object  is  to  take  the  vacant 
chair,  but  this  the  others  prevent  by  hastily  moving  up  (to  right  or  left,  as 
the  movements  of  the  person  standing  indicate)  so  as  to  fill  the  empty  seat 
whenever  the  standing  player  approaches  it. 

In  this  manner,  the  vacancy  is  kept  at  the  point  farthest  from  him,  and 
unless  he  is  agile,  the  player  cannot  capture  it. 


THE     LAUGHING     GAME 

Players  form  a  circle.  The  first  player  starts  with  the  word  "ha,"  the 
second  says  "ha,  ha,"  the  third  "ha,  ha,  ha,"  and  so  on,  each  one  in  turn 
adding  one  more  ha  than  has  been  made  by  his  neighbor.  In  each  case,  the 
ha  ha's  must  be  made  without  laughing,  which  is  almost  an  impossibility. 
Before  the  circuit  has  been  completed  the  entire  circle  is  in  peals  of  laugh- 
ter. Each  one  guilty  of  laughing  drops  out  of  the  game.  The  one  remaining 
longest  without  laughing  wins. 


GAME     OF     OPPOSITE 


Players  stand  in  a  circle.  An  extra  player  stands  in  the  center,  holding 
in  his  hands  as  many  pieces  of  tape  as  there  are  players  in  the  circle.  The 
tape  (or  ribbons)  are  of  two  colors,  red  and  blue.  The  opposite  ends  of  each 
tape  are  held  in  the  hands  of  a  player.  When  the  leader  says  "Reds  let  go," 
"Blues,  hold  on,"  the  blues  will  let  go,  always  doing  just  the  opposite  of  the 
command  given  to  be  obeyed.  Commands  should  be  given  rapidly  and  in 
military  tone.  When  word  for  "all  to  hold  on"  is  given  the  entire  circle  lets 
go,  and  so  on. 


MUSICAL     CIRCLE 

All  players  sit  in  a  circle.  One  in  the  centre  is  the  leader.  To  each  one 
is  assigned  some  musical  instrument,  which  he  must  play.  The  leader  waves 
his  baton,  but  from  time  to  time  he  will  quickly  begin  to  pantomime  the  in- 

29 


strument  of  someone  in  the  circle.  For  instance,  he  plays  the  cornet,  and 
as  soon  as  he  does  this,  the  one  to  whom  the  cornet  \v;is  assigned  immed- 
iately sits  back  with  folded  hands  until  the  leader  goes  back  to  his  baton. 
Should  a  player  fail  to  remark  that  the  leader  has  taken  his  instrument  he 
is  subject  to  forfeit. 


MEMORY     TE5T 


A  tray  piled  high  with  all  sorts  of  objects,  as  diverse  as  possible  in 
character  is  brought  into  the  room.  The  players  are  given  one  minute  in 
which  to  take  a  rapid  survey  of  same.  At  the  end  of  that  period  the  tray 
is  taken  away  and  the  players,  with  pencil  and  paper  (previously  supplied 
them)  write  down  the  names  of  as  many  of  the  articles  as  they  can  remem- 
ber. The  one  whose  list  is  largest  and  most  correct  is  the  winner. 


FINDING     A      PARTNER 


An  odd  number  of  players  participate.  At  a  signal  (preferably  a  musi- 
cal accompaniment),  the  players,  fly  or  skip  promiscuously  about  the  room. 
"When  the  music  stops  each  player  attempts  to  stand  back  to  back  with  a 
partner.  The  one  left  without  a  partner,  as  the  game  proceeds,  tries  to  be 
successful  the  next  time. 


NOSE     AND     TOE     TAG 


This  game  is  played  like  ordinary  tag,  with  the  exception   that  no  one 
can  be  tagged  who  has  his  right  hand  on  his  toes  and  left  hand  on  his  nose. 


SPIRITS     MOVE 

A  leader  and  his  accomplice  are  required  in  this  game.  The  one  illus- 
trating the  game  leaves  the  room.  His  accomplice  passes  among  the  play- 
ers and  stopping  before  one  of  the  number  and  with  hands  outstretched  .says, 
"Spirits  Move."  The  leader  from  without  replies  "Let  them  move."  Again 
the  accomplice  passes  among  the  number  and  steps  in  front  of  another 
player,  saying,  as  before,  with  hands  outstretched,  "Spirits  Move."  Again 
the  reply  from  his  accomplice,  "Let  them  move."  He  proceeds  in  this  man- 
ner until  finally  he  takes  his  stand  before  another  one  of  the  group  saying 
"Spirits  Move  and  Rest  Upon."  The  leader  from  without  completes  the 
sentence  by  adding  the  name  of  the  person  over  whose  head  the  hands  are 
extended. 

The  trick  is  simply  this:  The  one  over  whose  head  the  accomplice's 
hands  rest  is  the  one  who  spoke  last  before  the  leader  retired  from  the  room. 


HANDS     OVER      HEAD 


A  leader  and  his  accomplice  are  necessary  to  this  mystifying  game. 
The  leader  leaves  the  room  while  his  accomplice  passes  around  among  the 
players,  occasionally  stopping  in  front  of  one  of  them,  and  with  hands  ex- 
tending over  the  player's  head  says,  "Hands  Over  Head."  The  leader  an- 
swers from  without  "Hands  Over  Head."  He  continues  around  the  circle  in 
like  manner  until  finally  he  stops  in  front  of  a  player  and  with  hands  ex- 
tended says  "Hands  Over  Head  and  Rest  Upon"  whereupon  the  leader  an- 
swers "Hands  Over  Head  and  Rest  upon  (John  Smith)"  naming  the  person 
over  whom  the  hands  are  extended. 

30 


The  trick:  The  accomplice  places  his  hands  over  the  head  of  the  per- 
son before  whom  he  has  been  standing  at  the  time  the  leader  withdraws 
from  the  room. 


BOTTLES 


Any  number  of  couples  may  compete  in  this  game.  Arrange  two  flies 
of  Indian  clubs,  large  bottles  or  ten  pins,  five  in  a  file,  at  a  distance  of  four 
feet  apart  with  an  aisle  of  six  feet  between  files.  Each  couple  is  comprised 
of  a  man  and  woman.  The  man  is  blindfolded  and  to  his  wrists  are  attached 
streamers  or  reins  about  three  feet  long.  The  woman,  at  a  given  signal 
guides  her  partner  by  means  of  these  reins  on  and  around  each  bottle  in 
the  first  file,  returning-  in  like  manner  by  the  second  file. 

The  team  succeeding  in  making  the  circuit  without  overturning  any  of 
the  bottles  wins 

In  no  way  is  the  driver  permitted  to  suggest  direction  except  by  driving 
with  the  reins. 


RELAY     SPELLING   RACE 


This  same  is  particularly  interesting  if  the  men  and  women  of  the  party 

pete.  Km  each  team  a  pronouncer  is  chosen  who  takes  his  place  di- 
rectly to  the  right  of  the  blackboard  immediately  in  front  of  his  team,  who 
are  standing  in  file  formation,  and  at  a  distance  of  about  fifteen  feet  from 
the  blackboard. 

Kach  pronouneer  is  supplied  with  a  list  of  words  previously  agreed  upon 
Ix'twen  themselves,  and  consisting  of  words  commonly  used  but  frequently 
misspelled,  as  necessary,  parallel,  embarrass,  harass,  etc. 

At  a  given  signal  the  first  contestant  leaves  his  place  in  the  file,  runs  to 
the  board  and  as  the  pronouncer  announces  the  first  word  to  him,  proceeds 
to  write  it  on  the  board,  quickly,  but  legibly,  turns  and  runs  to  the  end  of 
the  file,  tag-ing  as  h--  does  so  the  second  player  in  his  file.  The  second  con- 
testant in  turn,  runs  to  the  board,  writes  the  word  pronounced  to  him  and 
in  like  manner  returns  to  the  end  of  the  file,  tagging  as  he  does  so  the  third 
coin. -stunt.  No  contestant  except  the  first  leaves  his  place  until  tagged  by 
the  returning  contestant.  With  ten  contestants  to  a  file,  count  finishing  first 
as  equal  to  two  misspelled  words  at  first,  later  to  one  misspelled  word.  The 
side  finishing  first  is  thereafter  entitled  to  consider  2  (or  1)  misspelled  words 
as  correctly  spelled  in  the  final  count. 


31 


SUGGESTION     FOR    CONDUCTING     PLAY     LEADERS' 
TRAINING     CLASS 

MELVIN    W.     SHEPPARD 
Community  Service,  Inc.,  One  Madison  Avenue,  New  York,  N.  Y. 

THE  PURPOSE 

The  purpose  of  play  leaders'  training  classes  is  to  develop  volunteer 
leaders  who  will  carry  on  recreational  program  in  various  schools,  churches 
and  industrial  plants,  and  later  on  who  will  organize  play  groups  on  vacant 
lots  in  home  vicinities.  This  will  lead  to  neighborhood  activity.  As  the 
schools  progress  those  leaders  who  display  more  initiative  than  the  others 
should  be  noted  as  a  desirable  source  from  which  paid  recreational  leaders 
may  be  drawn  by  the  city  recreational  commission  and  other  agencies. 

PROCEDURE 

Before  starting  the  class,  confer  with  superintendents  of  schools, 
churches,  and  industrial  leaders,  and  send  to  all  institutions  in  the  city, 
which  are  likely  to  be  interested,  invitations  to  send  delegates  to  the  pro- 
posed class.  After  organization  of  the  class  there  should  be  some  classifi- 
cation of  its  members  so  that  the  most  efficient  work  may  be  done. 

It  is  desirable  in  neai  case  that  there  be  separate  classes  for 

white  leaders  and  color*  order  that  there  may  be  the  utmost 

freedom  of  expression  and  the  least  hindrance  to  the  enthusiastic  participa- 
tion in  the  gan 

THE     COURSE 

nee  shows  that  ten  lessons  of  one  hour's  duration  each  will  be 
sufficient  in  which  to  present  a  total  of  thirty  games  with  such  directions  and 
general  sugges"  \vill  enable  the  leaders  to  take  the  games  taught 

back  to  their  organizations. 

During  the  first  few  lessons,  the  time  should  be  taken  up  entirely  with 
the  teaching  of  games  and  toward  the  end  of  the  course  train  all  students  to 
act  as  leaders  in  turn.  This  brings  out  initiative  and  enables  the  instructor 
to  prepare  tentative  lists  of  the  most  efficient  leaders.  Towards  the  end  of 
the  course,  the  students  should  do  practically  all  of  the  game-leading.  By 
dividing  them  into  groups,  each  under  a  leader,  the  instructor  can  increase 
his  own  efficiency  and  help  more  specifically  the  individual  members  of  the 
class. 

RECOGNITION     FOR     ATTENDANCE 

If  the  instructor  deems  it  advisable,  a  certificate  of  attendance  testify- 
ing to  the  interest  shown  by  the  student  may  be  presented  at  the  end  of  the 
course.  It  should,  however,  be  made  plain  that  this  certificate  does  not  in- 
dicate that  the  student  is  an  expert  playground  director.  An  expert  play- 
ground director  is  one  who  not  only  can  direct  the  games  on  the  playground, 
but  also  by  his  influence  makes  the  playground  an  asset  to  the  neighborhood 
instead  of  a  liability. 

Unless  a  book  on  games  is  provided  as  a  guide  to  the  course,  each  stu- 
dent should  receive  at  each  lesson  a  mimeographed  copy  of  the  direction 
for  the  games  taught  at  that  class,  to  become  a  part  of  his  permanent 
equipment. 

Neighborhood  organizations,  particularly  rural  schools  and  vacant  lots, 
can  be  put  in  shape  for  playgrounds  through  simple  and  cheap  athletic 
equipment  such  as  volley  balls  and  net,  basket  balls,  quoits,  playground 
balls  and  bats,  medicine  balls,  which  can  be  purchased  at  a  very  reasonable 
price  and  will  answer  all  purposes  until  more  elaborate  equipment  can  be 
obtained. 


UNIVERSITY  OF  CALIFORNIA  LIBRARY 
BERKELEY 

Return  to  desk  from  which  borrowed. 
This  book  is  DUE  on  the  last  date  stamped  below. 


Stockton;  CaKf. 

PAT.  JAN.  21.  1908 


66439? 


c 


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